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UTGame.UTOnslaughtPowernode

Extends
UTOnslaughtPanelNode
Modifiers
native ( Onslaught ) abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.Objective
         |   
         +-- UTGame.UTGameObjective
            |   
            +-- UTGame.UTOnslaughtObjective
               |   
               +-- UTGame.UTOnslaughtNodeObjective
                  |   
                  +-- UTGame.UTOnslaughtPanelNode
                     |   
                     +-- UTGame.UTOnslaughtPowernode

Direct Known Subclasses:

UTOnslaughtPowernode_Content

Constants Summary
Inherited Contants from UTGame.UTOnslaughtPanelNode
DESTROYED_PANEL_BONE_SCALE
Inherited Contants from UTGame.UTOnslaughtNodeObjective
MAXNUMLINKS

Variables Summary
ParticleSystemActiveEffectTemplates[2]
ParticleSystemComponentAmbientEffect
boolbCapturedByOrb
boolbPlayDamagedEffect
boolbPlayingNecrisEffects
floatCaptureReturnRadius
floatConstructedCapacity
ParticleSystemConstructingEffectTemplates[2]
UTOnslaughtFlagControllingFlag
ParticleSystemComponentDamagedEffect
ParticleSystemDamagedEffectTemplates[2]
ParticleSystemDestroyedEffectTemplate
ObjectiveAnnouncementInfoEnemyPrimeAttackAnnouncement
ObjectiveAnnouncementInfoEnemyPrimeDefendAnnouncement
stringEnemyPrimeNodeName
SkeletalMeshComponentEnergySphere
CylinderComponentEnergySphereCollision
UTEmitterFlagLinkEffect
ParticleSystemFlagLinkEffectTemplates[2]
array<MaterialInstanceConstant>GlowMaterialInstances
floatInvEffectZOffset
floatInvulnerableRadius
ParticleSystemComponentInvulnerableToOrbEffect
ParticleSystemInvulnerableToOrbTemplates[2]
floatLastCaptureTime
floatLastInvulnerabilityScoreTime
floatLastUnlinkedWarningTime
array<Name>LinkToSockets
MaterialInstanceTimeVaryingMITV_NecrisCaptureGoo
MaterialInstanceTimeVaryingMITV_NecrisCapturePipesLarge
MaterialInstanceTimeVaryingMITV_NecrisCapturePipesSmall
InterpCurveFloatMITV_NecrisCapturePipes_FadeIn
InterpCurveFloatMITV_NecrisCapturePipes_FadeIn2
StaticMeshComponentNecrisCapturePipesLarge
StaticMeshComponentNecrisCapturePipesSmall
InterpCurveFloatNecrisCapturePipes_FadeOut_Fast
InterpCurveFloatNecrisCapturePuddle_FadeIn100
InterpCurveFloatNecrisCapturePuddle_FadeIn50
InterpCurveFloatNecrisCapturePuddle_FadeOut
ParticleSystemNeutralEffectTemplate
LinearColorNeutralGlowColor
StaticMeshComponentNodeBase
StaticMeshComponentNodeBaseSpinner
floatNodeConstructionScore
MaterialInstanceConstantNodeMaterialInstance
ParticleSystemComponentOrbCaptureComponent
floatOrbCaptureInvulnerabilityDuration
floatOrbCaptureScore
ParticleSystemOrbCaptureTemplate[2]
intOrbHealingPerSecond
floatOrbLockScoringInterval
AudioComponentOrbNearbySound
floatPanelTravelTime
ObjectiveAnnouncementInfoPrimeAttackAnnouncement
ObjectiveAnnouncementInfoPrimeDefendAnnouncement
stringPrimeNodeName
UTParticleSystemComponentPSC_NecrisCapture
UTParticleSystemComponentPSC_NecrisGooPuddle
ParticleSystemShieldedActiveEffectTemplates[2]
ParticleSystemShieldedEffectTemplates[2]
LinearColorTeamGlowColors[2]
EVulnerabilityStatusVulnerability
ParticleSystemVulnerableEffectTemplates[2]
floatYawRotationRate
Inherited Variables from UTGame.UTOnslaughtPanelNode
NumPanelsBlownOff, PanelBonePrefix, PanelBoneScaler, PanelExplosionTemplates[2], PanelGibClass, PanelHealEffectTemplates[2], PanelHealthMax, PanelHealthRemaining, PanelMesh, PanelsBeingHealed, ReplicatedNumPanelsBlownOff
Inherited Variables from UTGame.UTOnslaughtNodeObjective
255=autogenerate>, ActivatedObjectives, ActivationMessageIndex, ActiveSound, AmbientSoundComponent, AttackEffectCurve, AttackingEnemyPrimeSpeech, AttackingLocationSpeech, AttackingPrimeSpeech, bDrawBeaconIcon, bDualPrimeCore, BeamColor[3], BeamMaterialInstance, BetweenLocationJoin, BetweenLocationPostFix, BetweenLocationPrefix, bFullScreenNameAboveIcon, bIsPrimeNode, bIsTeleportDestination, bNeverCalledPrimeNode, bSevered, bStandalone, bWasSevered, CapturedEnemyPrimeSpeech, CapturedLocationSpeech, CapturedPrimeSpeech, ConstructedEvent[2], ConstructedSound, ConstructionTime, ConstructionTimeElapsed, Constructor, DestroyedEvent[4], DestroyedSound, DestroyedStinger, DestructionMessageIndex, Enhancements, FlagBase, GodBeamAttackParameterName, HeadingEnemyPrimeSpeech, HeadingPrimeSpeech, HealedSound, HealEffect, HealEffectClasses[2], HealingSound, HealingTime, LastHealedBy, LinkedNodes[MAXNUMLINKS], LinkLineTexture, MinPlayerCount, NodeBeamEffect, NodeNum, NodeState, NodeTeleporters, NumLinks, OutsideLocationPostfix, OutsideLocationPrefix, PrimeCore, SeveredDamagePerSecond, ShieldDamageCounter, ShieldedEffect, ShieldHitSound, StandaloneSpawnPriority, StartConstructionSound, StartingOwnerCore

Enumerations Summary
EVulnerabilityStatus
VS_Vulnerable, VS_InvulnerableByNearbyOrb, VS_InvulnerableToOrbCapture,

Functions Summary
event Attach (Actor Other))
ActiveNode
event Attach (Actor Other))
Constructing
event Attach (Actor Other))
NeutralNode
functionbool BeamEnabled ()))
Constructing
function BecomeActive ()))
function BeginState (Name PreviousStateName))
ActiveNode
event BeginState (Name PreviousStateName))
Constructing
event BeginState (Name PreviousStateName))
DisabledNode
event BeginState (Name PreviousStateName))
NeutralNode
event BeginState (name PreviousStateName))
ObjectiveDestroyed
functionbool CheckFlag (Pawn P))
function CheckInvulnerability ()))
function CheckInvulnerability ()))
ActiveNode
function CheckInvulnerability ()))
NeutralNode
function CheckInvulnerability ()))
ObjectiveDestroyed
function DelayedFindNewObjectives ()))
function DisableObjective (Controller InstigatedBy))
function DoOrbHealing ()))
function EndState (Name NextStateName))
ActiveNode
event EndState (name NextStateName))
Constructing
function FindNewObjectives ()))
functionActor GetAutoObjectiveActor (UTPlayerController PC))
functionvector GetHUDOffset (PlayerController PC, Canvas Canvas))
functionvector GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc) con)
functionbool HasHealthBar ()))
Constructing
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType))
functionbool LegitimateTargetOf (UTBot B))
Constructing
functionbool NeedsHealing ()))
function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action))
function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action))
ActiveNode
function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action))
Constructing
function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action))
NeutralNode
function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action))
ObjectiveDestroyed
event PostBeginPlay ()))
event ReplicatedEvent (name VarName))
function Reset ()))
function ScaleDamage (out int Damage, Controller InstigatedBy, class<DamageType> DamageType))
function SetDamagedEffect (bool bShowEffect))
event SetInitialState ()))
functionbool ShouldGrabFlag (UTOnslaughtSquadAI ONSSquadAI, UTBot B, float Dist))
function ShowOrbCaptureVisuals ()))
function StopNecrisEffects (bool bIncludePipes))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
Constructing
function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, optional Actor DamageCauser ))
function TarydiumBoost (float Quantity))
ActiveNode
functionbool TeamLink (int TeamNum))
functionbool TellBotHowToDisable (UTBot B))
functionbool TellBotHowToDisable (UTBot B))
NeutralNode
functionbool TellBotHowToHeal (UTBot B))
event Timer ()))
Constructing
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal))
NeutralNode
function UpdateEffects (bool bPropagate))
ActiveNode
function UpdateEffects (bool bPropagate))
Constructing
function UpdateEffects (bool bPropagate))
NeutralNode
function UpdateShield (bool bPoweredByEnemy))
function UpdateShield (bool bPoweredByEnemy))
NeutralNode
function UpdateShield (bool bPoweredByEnemy))
ObjectiveDestroyed
functionbool ValidSpawnPointFor (byte TeamIndex))
Constructing
functionbool VerifyOrbLock (UTOnslaughtFlag CheckedFlag ))
Inherited Functions from UTGame.UTOnslaughtPanelNode
BeginState, BlowOffPanel, BlowOffPanelAtLocation, BlowOffPanelTimer, BlowOffRandomPanels, DamagePanels, EndState, HealDamage, HealPanels, PanelHealEffectFinished, PostBeginPlay, ReplicatedEvent, RestoreAllPanels, RestoreRandomPanel, TakeDamage
Inherited Functions from UTGame.UTOnslaughtNodeObjective
AddActivatedObjective, AddLink, BeamEnabled, BecameUnderAttack, BecomeActive, BeginState, BroadcastAttackNotification, CheckHealing, CheckLink, CheckTouching, CreateBeamMaterialInstance, DisableObjective, DrawBeaconIcon, EndState, FindNearestFriendlyNode, FindNewHomeForFlag, FindNewObjectives, FindNodeLinkIndex, GetAutoObjectiveActor, GetLocationMessageIndex, GetLocationSpeechFor, GetLocationStringFor, GetSpawnRating, HasActiveDefenseSystem, HasHealthBar, HasUsefulVehicles, HealDamage, InitCloseActors, InitLinks, IsActive, IsCurrentlyDestroyed, IsStandalone, KillEnemyFirst, LegitimateTargetOf, LinkedTo, LinkedToCoreConstructingFor, NearObjective, NotifyLocalPlayerTeamReceived, OnToggle, PostBeginPlay, PostRenderFor, PostRenderShowHealth, PoweredBy, RateCore, RemoveLink, RenderExtraDetails, RenderMyLinks, ReplicatedEvent, Reset, ScaleDamage, ScoreDamage, SendChangedEvent, SetAmbientSound, SetCoreDistance, SetInitialState, SetPrimeCore, Sever, SeveredDamage, Shootable, TakeDamage, TarydiumBoost, TeleportRating, TeleportTo, TellBotHowToDisable, Timer, UpdateAttackEffect, UpdateCloseActors, UpdateEffects, UpdateLinks, UpdateShield, ValidSpawnPointFor

States Summary
ActiveNode Source code
simulated state ActiveNode
Attach, BeginState, CheckInvulnerability, EndState, OnChangeNodeStatus, TarydiumBoost, UpdateEffects
Constructing Source code
simulated state Constructing
Attach, BeamEnabled, BeginState, EndState, HasHealthBar, LegitimateTargetOf, OnChangeNodeStatus, TakeDamage, Timer, UpdateEffects, ValidSpawnPointFor
DisabledNode Source code
simulated state DisabledNode
BeginState
NeutralNode Source code
simulated state NeutralNode
Attach, BeginState, CheckInvulnerability, OnChangeNodeStatus, TellBotHowToDisable, Touch, UpdateEffects, UpdateShield
ObjectiveDestroyed Source code
simulated state ObjectiveDestroyed
BeginState, CheckInvulnerability, OnChangeNodeStatus, UpdateShield


Variables Detail

ActiveEffectTemplates[2] Source code

var ParticleSystem ActiveEffectTemplates[2];
teamcolored effect used when the node is fully constructed and active

AmbientEffect Source code

var transient ParticleSystemComponent AmbientEffect;

bCapturedByOrb Source code

var bool bCapturedByOrb;
indicates we were last captured by the Orb (different effects get played) - only valid when in Active state

bPlayDamagedEffect Source code

var repnotify bool bPlayDamagedEffect;
true when damaged effect should be active

bPlayingNecrisEffects Source code

var bool bPlayingNecrisEffects;
Necris Capture Node Effects

CaptureReturnRadius Source code

var float CaptureReturnRadius;
when we are captured, enemy orbs within this radius are returned

ConstructedCapacity Source code

var float ConstructedCapacity;

ConstructingEffectTemplates[2] Source code

var ParticleSystem ConstructingEffectTemplates[2];
teamcolored effect used when the node is constructing

ControllingFlag Source code

var repnotify UTOnslaughtFlag ControllingFlag;
orb for the team that controls the node

DamagedEffect Source code

var ParticleSystemComponent DamagedEffect;

DamagedEffectTemplates[2] Source code

var ParticleSystem DamagedEffectTemplates[2];

DestroyedEffectTemplate Source code

var ParticleSystem DestroyedEffectTemplate;
effect used when the node is destroyed

EnemyPrimeAttackAnnouncement Source code

var ObjectiveAnnouncementInfo EnemyPrimeAttackAnnouncement;

EnemyPrimeDefendAnnouncement Source code

var ObjectiveAnnouncementInfo EnemyPrimeDefendAnnouncement;

EnemyPrimeNodeName Source code

var localized string EnemyPrimeNodeName;

EnergySphere Source code

var transient SkeletalMeshComponent EnergySphere;

EnergySphereCollision Source code

var CylinderComponent EnergySphereCollision;

FlagLinkEffect Source code

var UTEmitter FlagLinkEffect;
emitter that links from this node to the flag when invulnerable

FlagLinkEffectTemplates[2] Source code

var ParticleSystem FlagLinkEffectTemplates[2];
templates for link effect

GlowMaterialInstances Source code

var array<MaterialInstanceConstant> GlowMaterialInstances;
these have their 'PowerCoreColor' parameter set to the color of the team that owns this node

InvEffectZOffset Source code

var float InvEffectZOffset;
offset for the FlagLinkEffect

InvulnerableRadius Source code

var float InvulnerableRadius;
when the friendly orb carrier is this close and visible, this node cannot be captured by the enemy

InvulnerableToOrbEffect Source code

var ParticleSystemComponent InvulnerableToOrbEffect;
teamcolored effect played when local player has the orb and this node cannot be captured

InvulnerableToOrbTemplates[2] Source code

var ParticleSystem InvulnerableToOrbTemplates[2];

LastCaptureTime Source code

var float LastCaptureTime;
last time node was captured by an Orb to keep track of invulnerability

LastInvulnerabilityScoreTime Source code

var float LastInvulnerabilityScoreTime;

LastUnlinkedWarningTime Source code

var float LastUnlinkedWarningTime;

LinkToSockets Source code

var array<Name> LinkToSockets;
Sockets this vehicle can be linked to from

MITV_NecrisCaptureGoo Source code

var MaterialInstanceTimeVarying MITV_NecrisCaptureGoo;

MITV_NecrisCapturePipesLarge Source code

var MaterialInstanceTimeVarying MITV_NecrisCapturePipesLarge;

MITV_NecrisCapturePipesSmall Source code

var MaterialInstanceTimeVarying MITV_NecrisCapturePipesSmall;

MITV_NecrisCapturePipes_FadeIn Source code

var InterpCurveFloat MITV_NecrisCapturePipes_FadeIn;

MITV_NecrisCapturePipes_FadeIn2 Source code

var InterpCurveFloat MITV_NecrisCapturePipes_FadeIn2;

NecrisCapturePipesLarge Source code

var StaticMeshComponent NecrisCapturePipesLarge;

NecrisCapturePipesSmall Source code

var StaticMeshComponent NecrisCapturePipesSmall;

NecrisCapturePipes_FadeOut_Fast Source code

var InterpCurveFloat NecrisCapturePipes_FadeOut_Fast;

NecrisCapturePuddle_FadeIn100 Source code

var InterpCurveFloat NecrisCapturePuddle_FadeIn100;

NecrisCapturePuddle_FadeIn50 Source code

var InterpCurveFloat NecrisCapturePuddle_FadeIn50;

NecrisCapturePuddle_FadeOut Source code

var InterpCurveFloat NecrisCapturePuddle_FadeOut;

NeutralEffectTemplate Source code

var ParticleSystem NeutralEffectTemplate;
effect used when the node is neutral

NeutralGlowColor Source code

var LinearColor NeutralGlowColor;

NodeBase Source code

var StaticMeshComponent NodeBase;

NodeBaseSpinner Source code

var StaticMeshComponent NodeBaseSpinner;
spinning piece rotated in C++ at the same rate as the EnergySphere (YawRotationRate)

NodeConstructionScore Source code

var float NodeConstructionScore;

NodeMaterialInstance Source code

var MaterialInstanceConstant NodeMaterialInstance;

OrbCaptureComponent Source code

var ParticleSystemComponent OrbCaptureComponent;
System to play when captured by an orb

OrbCaptureInvulnerabilityDuration Source code

var float OrbCaptureInvulnerabilityDuration;
special invulnerability to orb capture period granted when the node is first constructed

OrbCaptureScore Source code

var float OrbCaptureScore;

OrbCaptureTemplate[2] Source code

var ParticleSystem OrbCaptureTemplate[2];
templates for above

OrbHealingPerSecond Source code

var int OrbHealingPerSecond;
when the node becomes invulnerable due to a nearby friendly orb, it is also healed this amount per second

OrbLockScoringInterval Source code

var float OrbLockScoringInterval;

OrbNearbySound Source code

var AudioComponent OrbNearbySound;
Sound to play when orb is nearby

PanelTravelTime Source code

var float PanelTravelTime;
How long does it take for a panel to reach the top of the node

PrimeAttackAnnouncement Source code

var ObjectiveAnnouncementInfo PrimeAttackAnnouncement;

PrimeDefendAnnouncement Source code

var ObjectiveAnnouncementInfo PrimeDefendAnnouncement;

PrimeNodeName Source code

var localized string PrimeNodeName;
prime node name/announcement override

PSC_NecrisCapture Source code

var UTParticleSystemComponent PSC_NecrisCapture;

PSC_NecrisGooPuddle Source code

var UTParticleSystemComponent PSC_NecrisGooPuddle;

ShieldedActiveEffectTemplates[2] Source code

var ParticleSystem ShieldedActiveEffectTemplates[2];
teamcolored effect used when the node is fully constructed and shielded

ShieldedEffectTemplates[2] Source code

var ParticleSystem ShieldedEffectTemplates[2];
teamcolored effect used when the node is shielded

TeamGlowColors[2] Source code

var LinearColor TeamGlowColors[2];
the colors to use for the materials

Vulnerability Source code

var EVulnerabilityStatus Vulnerability;
whether or not the node can be captured or damaged

VulnerableEffectTemplates[2] Source code

var ParticleSystem VulnerableEffectTemplates[2];
teamcolored effect used when the node is vulnerable

YawRotationRate Source code

var float YawRotationRate;


Enumerations Detail

EVulnerabilityStatus Source code

enum EVulnerabilityStatus
{
VS_Vulnerable, VS_InvulnerableByNearbyOrb, VS_InvulnerableToOrbCapture,
};


Functions Detail

Attach ActiveNode Source code

event Attach ( Actor Other) )

Attach Constructing Source code

event Attach ( Actor Other) )

Attach NeutralNode Source code

event Attach ( Actor Other) )

BeamEnabled Constructing Source code

simulated function bool BeamEnabled ( ) )

BecomeActive Source code

function BecomeActive ( ) )

BeginState ActiveNode Source code

simulated function BeginState ( Name PreviousStateName) )

BeginState Constructing Source code

simulated event BeginState ( Name PreviousStateName) )

BeginState DisabledNode Source code

simulated event BeginState ( Name PreviousStateName) )

BeginState NeutralNode Source code

simulated event BeginState ( Name PreviousStateName) )

BeginState ObjectiveDestroyed Source code

simulated event BeginState ( name PreviousStateName) )

CheckFlag Source code

function bool CheckFlag ( Pawn P) )
check if the given Pawn has an enemy orb and if so, takes over this node for that player's team

CheckInvulnerability Source code

function CheckInvulnerability ( ) )
checks for the presence of the friendly orb and sets us as invulnerable

CheckInvulnerability ActiveNode Source code

function CheckInvulnerability ( ) )

CheckInvulnerability NeutralNode Source code

function CheckInvulnerability ( ) )

CheckInvulnerability ObjectiveDestroyed Source code

function CheckInvulnerability ( ) )

DelayedFindNewObjectives Source code

function DelayedFindNewObjectives ( ) )

DisableObjective Source code

function DisableObjective ( Controller InstigatedBy) )

DoOrbHealing Source code

function DoOrbHealing ( ) )
heals the node while the friendly orb is nearby

EndState ActiveNode Source code

simulated function EndState ( Name NextStateName) )

EndState Constructing Source code

simulated event EndState ( name NextStateName) )

FindNewObjectives Source code

function FindNewObjectives ( ) )

GetAutoObjectiveActor Source code

function Actor GetAutoObjectiveActor ( UTPlayerController PC) )

GetHUDOffset Source code

simulated function vector GetHUDOffset ( PlayerController PC, Canvas Canvas) )

GetTargetLocation Source code

simulated native const function vector GetTargetLocation ( optional Actor RequestedBy, optional bool bRequestAlternateLoc) con )

HasHealthBar Constructing Source code

simulated function bool HasHealthBar ( ) )

HealDamage Source code

function bool HealDamage ( int Amount, Controller Healer, class<DamageType> DamageType) )

LegitimateTargetOf Constructing Source code

function bool LegitimateTargetOf ( UTBot B) )

NeedsHealing Source code

simulated function bool NeedsHealing ( ) )

OnChangeNodeStatus Source code

function OnChangeNodeStatus ( UTSeqAct_ChangeNodeStatus Action) )

OnChangeNodeStatus ActiveNode Source code

function OnChangeNodeStatus ( UTSeqAct_ChangeNodeStatus Action) )

OnChangeNodeStatus Constructing Source code

function OnChangeNodeStatus ( UTSeqAct_ChangeNodeStatus Action) )

OnChangeNodeStatus NeutralNode Source code

function OnChangeNodeStatus ( UTSeqAct_ChangeNodeStatus Action) )

OnChangeNodeStatus ObjectiveDestroyed Source code

function OnChangeNodeStatus ( UTSeqAct_ChangeNodeStatus Action) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

Reset Source code

function Reset ( ) )

ScaleDamage Source code

simulated function ScaleDamage ( out int Damage, Controller InstigatedBy, class<DamageType> DamageType) )
applies any scaling factors to damage we're about to take

SetDamagedEffect Source code

simulated function SetDamagedEffect ( bool bShowEffect) )
turns on and off the damaged effect

SetInitialState Source code

simulated event SetInitialState ( ) )

ShouldGrabFlag Source code

function bool ShouldGrabFlag ( UTOnslaughtSquadAI ONSSquadAI, UTBot B, float Dist) )

ShowOrbCaptureVisuals Source code

simulated function ShowOrbCaptureVisuals ( ) )

StopNecrisEffects Source code

simulated function StopNecrisEffects ( bool bIncludePipes) )

TakeDamage Source code

simulated event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TakeDamage Constructing Source code

simulated event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TakeRadiusDamage Source code

simulated function TakeRadiusDamage ( Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, optional Actor DamageCauser ) )

TarydiumBoost ActiveNode Source code

function TarydiumBoost ( float Quantity) )

TeamLink Source code

simulated function bool TeamLink ( int TeamNum) )

TellBotHowToDisable Source code

function bool TellBotHowToDisable ( UTBot B) )

TellBotHowToDisable NeutralNode Source code

function bool TellBotHowToDisable ( UTBot B) )

TellBotHowToHeal Source code

function bool TellBotHowToHeal ( UTBot B) )

Timer Constructing Source code

event Timer ( ) )

Touch NeutralNode Source code

event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal) )

UpdateEffects ActiveNode Source code

simulated function UpdateEffects ( bool bPropagate) )

UpdateEffects Constructing Source code

simulated function UpdateEffects ( bool bPropagate) )

UpdateEffects NeutralNode Source code

simulated function UpdateEffects ( bool bPropagate) )

UpdateShield Source code

simulated function UpdateShield ( bool bPoweredByEnemy) )

UpdateShield NeutralNode Source code

simulated function UpdateShield ( bool bPoweredByEnemy) )

UpdateShield ObjectiveDestroyed Source code

simulated function UpdateShield ( bool bPoweredByEnemy) )

ValidSpawnPointFor Constructing Source code

function bool ValidSpawnPointFor ( byte TeamIndex) )

VerifyOrbLock Source code

simulated function bool VerifyOrbLock ( UTOnslaughtFlag CheckedFlag ) )


Defaultproperties

defaultproperties
{
   TeamGlowColors(0)=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
   TeamGlowColors(1)=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
   NeutralGlowColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
   PrimeNodeName="Prime Node"
   EnemyPrimeNodeName="Enemy Prime"
   LastUnlinkedWarningTime=-1000.000000
   NodeConstructionScore=2.000000
   OrbCaptureScore=4.000000
   OrbLockScoringInterval=10.000000
   Begin Object Class=AudioComponent Name=AmbientComponent ObjName=AmbientComponent Archetype=AudioComponent'UTGame.Default__UTOnslaughtPanelNode:AmbientComponent'
      ObjectArchetype=AudioComponent'UTGame.Default__UTOnslaughtPanelNode:AmbientComponent'
   End Object
   AmbientSoundComponent=AmbientComponent
   ObjectiveName="Node"
   AttackAnnouncement=(AnnouncementText="Attack the Node!")
   DefendAnnouncement=(AnnouncementText="Defend the Node!")
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTOnslaughtPanelNode:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTOnslaughtPanelNode:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTOnslaughtPanelNode:Arrow'
      ObjectArchetype=ArrowComponent'UTGame.Default__UTOnslaughtPanelNode:Arrow'
   End Object
   Components(0)=Arrow
   Components(1)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTOnslaughtPanelNode:PathRenderer'
      ObjectArchetype=PathRenderingComponent'UTGame.Default__UTOnslaughtPanelNode:PathRenderer'
   End Object
   Components(2)=PathRenderer
   Begin Object Class=LinkRenderingComponent Name=LinkRenderer ObjName=LinkRenderer Archetype=LinkRenderingComponent'UTGame.Default__UTOnslaughtPanelNode:LinkRenderer'
      ObjectArchetype=LinkRenderingComponent'UTGame.Default__UTOnslaughtPanelNode:LinkRenderer'
   End Object
   Components(3)=LinkRenderer
   Components(4)=AmbientComponent
   CollisionComponent=CollisionCylinder
   Name="Default__UTOnslaughtPowernode"
   ObjectArchetype=UTOnslaughtPanelNode'UTGame.Default__UTOnslaughtPanelNode'
}

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Creation time: sk 18-3-2018 10:00:54.338 - Created with UnCodeX