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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
UTOnslaughtPowernode_Content
| Constants Summary |
|---|
| Inherited Contants from UTGame.UTOnslaughtPanelNode |
|---|
| DESTROYED_PANEL_BONE_SCALE |
| Inherited Contants from UTGame.UTOnslaughtNodeObjective |
|---|
| MAXNUMLINKS |
| Enumerations Summary | ||
|---|---|---|
| EVulnerabilityStatus VS_Vulnerable, VS_InvulnerableByNearbyOrb, VS_InvulnerableToOrbCapture, | ||
| Functions Summary | ||
|---|---|---|
![]() | Attach (Actor Other)) ActiveNode | |
![]() | Attach (Actor Other)) Constructing | |
![]() | Attach (Actor Other)) NeutralNode | |
![]() | bool | BeamEnabled ())) Constructing |
![]() | BecomeActive ())) | |
![]() | BeginState (Name PreviousStateName)) ActiveNode | |
![]() | BeginState (Name PreviousStateName)) Constructing | |
![]() | BeginState (Name PreviousStateName)) DisabledNode | |
![]() | BeginState (Name PreviousStateName)) NeutralNode | |
![]() | BeginState (name PreviousStateName)) ObjectiveDestroyed | |
![]() | bool | CheckFlag (Pawn P)) |
![]() | CheckInvulnerability ())) | |
![]() | CheckInvulnerability ())) ActiveNode | |
![]() | CheckInvulnerability ())) NeutralNode | |
![]() | CheckInvulnerability ())) ObjectiveDestroyed | |
![]() | DelayedFindNewObjectives ())) | |
![]() | DisableObjective (Controller InstigatedBy)) | |
![]() | DoOrbHealing ())) | |
![]() | EndState (Name NextStateName)) ActiveNode | |
![]() | EndState (name NextStateName)) Constructing | |
![]() | FindNewObjectives ())) | |
![]() | Actor | GetAutoObjectiveActor (UTPlayerController PC)) |
![]() | vector | GetHUDOffset (PlayerController PC, Canvas Canvas)) |
![]() | vector | GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc) con) |
![]() | bool | HasHealthBar ())) Constructing |
![]() | bool | HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)) |
![]() | bool | LegitimateTargetOf (UTBot B)) Constructing |
![]() | bool | NeedsHealing ())) |
![]() | OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)) | |
![]() | OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)) ActiveNode | |
![]() | OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)) Constructing | |
![]() | OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)) NeutralNode | |
![]() | OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)) ObjectiveDestroyed | |
![]() | PostBeginPlay ())) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | Reset ())) | |
![]() | ScaleDamage (out int Damage, Controller InstigatedBy, class<DamageType> DamageType)) | |
![]() | SetDamagedEffect (bool bShowEffect)) | |
![]() | SetInitialState ())) | |
![]() | bool | ShouldGrabFlag (UTOnslaughtSquadAI ONSSquadAI, UTBot B, float Dist)) |
![]() | ShowOrbCaptureVisuals ())) | |
![]() | StopNecrisEffects (bool bIncludePipes)) | |
![]() | TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) | |
![]() | TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) Constructing | |
![]() | TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, optional Actor DamageCauser )) | |
![]() | TarydiumBoost (float Quantity)) ActiveNode | |
![]() | bool | TeamLink (int TeamNum)) |
![]() | bool | TellBotHowToDisable (UTBot B)) |
![]() | bool | TellBotHowToDisable (UTBot B)) NeutralNode |
![]() | bool | TellBotHowToHeal (UTBot B)) |
![]() | Timer ())) Constructing | |
![]() | Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)) NeutralNode | |
![]() | UpdateEffects (bool bPropagate)) ActiveNode | |
![]() | UpdateEffects (bool bPropagate)) Constructing | |
![]() | UpdateEffects (bool bPropagate)) NeutralNode | |
![]() | UpdateShield (bool bPoweredByEnemy)) | |
![]() | UpdateShield (bool bPoweredByEnemy)) NeutralNode | |
![]() | UpdateShield (bool bPoweredByEnemy)) ObjectiveDestroyed | |
![]() | bool | ValidSpawnPointFor (byte TeamIndex)) Constructing |
![]() | bool | VerifyOrbLock (UTOnslaughtFlag CheckedFlag )) |
| 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 |
|---|
teamcolored effect used when the node is fully constructed and active
indicates we were last captured by the Orb (different effects get played) - only valid when in Active state
true when damaged effect should be active
Necris Capture Node Effects
when we are captured, enemy orbs within this radius are returned
teamcolored effect used when the node is constructing
orb for the team that controls the node
effect used when the node is destroyed
emitter that links from this node to the flag when invulnerable
templates for link effect
these have their 'PowerCoreColor' parameter set to the color of the team that owns this node
offset for the FlagLinkEffect
when the friendly orb carrier is this close and visible, this node cannot be captured by the enemy
teamcolored effect played when local player has the orb and this node cannot be captured
last time node was captured by an Orb to keep track of invulnerability
Sockets this vehicle can be linked to from
effect used when the node is neutral
spinning piece rotated in C++ at the same rate as the EnergySphere (YawRotationRate)
System to play when captured by an orb
special invulnerability to orb capture period granted when the node is first constructed
templates for above
when the node becomes invulnerable due to a nearby friendly orb, it is also healed this amount per second
Sound to play when orb is nearby
How long does it take for a panel to reach the top of the node
prime node name/announcement override
teamcolored effect used when the node is fully constructed and shielded
teamcolored effect used when the node is shielded
the colors to use for the materials
whether or not the node can be captured or damaged
teamcolored effect used when the node is vulnerable
| Enumerations Detail |
|---|
VS_Vulnerable, VS_InvulnerableByNearbyOrb, VS_InvulnerableToOrbCapture,};
| Functions Detail |
|---|
Attach ActiveNode Source code
Attach Constructing Source code
Attach NeutralNode Source code
BeamEnabled Constructing Source code
BecomeActive Source code
BeginState ActiveNode Source code
BeginState Constructing Source code
BeginState DisabledNode Source code
BeginState NeutralNode Source code
BeginState ObjectiveDestroyed Source code
CheckFlag Source codecheck if the given Pawn has an enemy orb and if so, takes over this node for that player's team
CheckInvulnerability Source codechecks for the presence of the friendly orb and sets us as invulnerable
CheckInvulnerability ActiveNode Source code
CheckInvulnerability NeutralNode Source code
CheckInvulnerability ObjectiveDestroyed Source code
DelayedFindNewObjectives Source code
DisableObjective Source code
DoOrbHealing Source codeheals the node while the friendly orb is nearby
EndState ActiveNode Source code
EndState Constructing Source code
FindNewObjectives Source code
GetAutoObjectiveActor Source code
GetHUDOffset Source code
GetTargetLocation Source code
HasHealthBar Constructing Source code
HealDamage Source code
LegitimateTargetOf Constructing Source code
NeedsHealing Source code
OnChangeNodeStatus Source code
OnChangeNodeStatus ActiveNode Source code
OnChangeNodeStatus Constructing Source code
OnChangeNodeStatus NeutralNode Source code
OnChangeNodeStatus ObjectiveDestroyed Source code
PostBeginPlay Source code
ReplicatedEvent Source code
Reset Source code
ScaleDamage Source codeapplies any scaling factors to damage we're about to take
SetDamagedEffect Source codeturns on and off the damaged effect
SetInitialState Source code
ShouldGrabFlag Source code
ShowOrbCaptureVisuals Source code
StopNecrisEffects Source code
TakeDamage Source code
TakeDamage Constructing Source code
TakeRadiusDamage Source code
TarydiumBoost ActiveNode Source code
TeamLink Source code
TellBotHowToDisable Source code
TellBotHowToDisable NeutralNode Source code
TellBotHowToHeal Source code
Timer Constructing Source code
Touch NeutralNode Source code
UpdateEffects ActiveNode Source code
UpdateEffects Constructing Source code
UpdateEffects NeutralNode Source code
UpdateShield Source code
UpdateShield NeutralNode Source code
UpdateShield ObjectiveDestroyed Source code
ValidSpawnPointFor Constructing Source code
VerifyOrbLock Source code| 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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