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UTGame.UTOnslaughtSpecialObjective

Extends
UTOnslaughtObjective
Modifiers
PerObjectLocalized

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.Objective
         |   
         +-- UTGame.UTGameObjective
            |   
            +-- UTGame.UTOnslaughtObjective
               |   
               +-- UTGame.UTOnslaughtSpecialObjective

Direct Known Subclasses:

UTWarfareBarricade

Variables Summary
boolbActive
boolbDisabled
boolbIsCritical
boolbOldCritical
boolbPlayCriticalAssaultAlarm
PlayerReplicationInfoDisabledBy
floatLastWarnTime
array<Pawn>Touchers
AI
boolbNeverDefend
Announcements
boolbOnlyAnnounceToDefense
ObjectiveAnnouncementInfoDisabledAnnouncement
ObjectiveAnnouncementInfoUnderAttackAnnouncement
ControllingNode
UTOnslaughtNodeObjectiveControllingNode
Touch
floatHoldTime
UTOnslaughtSpecialObjective
boolbAttackableWhenNodeShielded
boolbInitiallyActive
boolbMustCompleteToAttackNode
boolbReactivateOnUntouch
boolbTeamControlled
boolbTriggerOnceOnly
EObjectiveTypeObjectiveType
class<Pawn>RequiredPawnClass
Inherited Variables from UTGame.UTOnslaughtObjective
bAssociatePlayerStarts, bIsNeutral, DamageCapacity, FinalCoreDistance[2], Health, LastAttackAnnouncementTime, LastAttacker, LastAttackExpirationTime, LastAttackMessageTime, LastAttackSwitch, LastAttackTime, LastDamagedBy, LinkHealMult
Inherited Variables from UTGame.UTGameObjective
AttackAnnouncement, AttackCoords, AttackLinearColor, bAllowOnlyShootable, bAllowRemoteUse, bAlreadyRendered, BaseRadius, BestLocker, bFirstObjective, bHasLocationSpeech, bHasSensor, bIsActive, bIsConstructing, bIsDisabled, bNoLockerFound, bPostRenderTraceSucceeded, bScriptRenderAdditionalMinimap, bUnderAttack, CameraViewDistance, ControlColor[3], DefendAnnouncement, DefenderTeamIndex, DefensePoints, DefensePriority, DefenseSquad, DeployableLockers, HighlightScale, HighlightSpeed, HUDLocation, HudMaterial, IconCoords, IconExtentX, IconExtentY, IconHudTexture, IconPosX, IconPosY, LastHighlightUpdate, LastPostRenderTraceTime, LocationPostfix, LocationPrefix, LocationSpeech, MaxBeaconDistance, MaxHighlightScale, MaxSensorRange, MinimapIconScale, MyBaseVolume, NextObjective, ObjectiveName, PlayerStarts, Score, Scorers, ShootSpots, StartTeam, TeamStaticMeshes, VehicleFactories, VehicleParkingSpots

Enumerations Summary
EObjectiveType
OBJ_Destroyable, OBJ_Touch,

Structures Summary
Inherited Structures from UTGame.UTGameObjective
ScorerRecord

Functions Summary
function BeginState (Name PreviousStateName))
DestroyableObjective
function BeginState (Name PreviousStateName))
DisabledObjective
event BeginState (name PreviousStateName))
TouchObjective
function BroadcastObjectiveMessage (int Switch))
functionbool CanBeDisabledBy (Controller Disabler))
function CheckActivate ()))
functionbool CheckBotPawnClass (UTBot B, out byte bFoundVehicle))
function CheckPlayCriticalAlarm ()))
function DisableObjective (Controller InstigatorController))
function EndState (Name NextStateName))
DestroyableObjective
function EndState (Name NextStateName))
DisabledObjective
event EndState (name NextStateName))
TouchObjective
functionfloat GetObjectiveProgress ()))
functionfloat GetObjectiveProgress ()))
DestroyableObjective
functionfloat GetObjectiveProgress ()))
TouchObjective
functionActor GetShootTarget ()))
DestroyableObjective
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType))
DestroyableObjective
eventbool IsActive ()))
eventbool IsCritical ()))
eventbool IsCritical ()))
DestroyableObjective
functionbool LegitimateTargetOf (UTBot B))
DestroyableObjective
functionbool NearObjective (Pawn P))
DestroyableObjective
functionbool NeedsHealing ()))
DestroyableObjective
function OnSetBotsMustComplete (UTSeqAct_SetBotsMustComplete Action))
function OnToggle (SeqAct_Toggle InAction))
function PreBeginPlay ()))
event ReplicatedEvent (name VarName))
function Reset ()))
function Reset ()))
DestroyableObjective
function Reset ()))
TouchObjective
function SetActive (bool bActiveStatus ))
function SetActive (bool bActiveStatus ))
DisabledObjective
function SetCriticalStatus (bool bNewCriticalStatus ))
function SetDisabled (bool bNewValue))
event SetInitialState ()))
function SetUnderAttack (bool bNewUnderAttack))
functionbool Shootable ()))
DestroyableObjective
event TakeDamage (int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
DestroyableObjective
functionbool TeamLink (int TeamNum))
DestroyableObjective
functionbool TellBotHowToDisable (UTBot B))
DestroyableObjective
functionbool TellBotHowToDisable (UTBot B))
TouchObjective
functionbool TellBotHowToHeal (UTBot B))
DestroyableObjective
event Tick (float DeltaTime))
TouchObjective
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal))
TouchObjective
event UnTouch (Actor Other))
TouchObjective
functionbool ValidSpawnPointFor (byte TeamIndex))
functionbool ValidTargetFor (Controller C))
Inherited Functions from UTGame.UTOnslaughtObjective
ClearUnderAttack, FailedLinkHeal, GetSpawnRating, HasActiveDefenseSystem, HasUsefulVehicles, InitCloseActors, IsActive, IsCritical, IsCurrentlyDestroyed, IsKeyBeaconObjective, IsNeutral, LegitimateTargetOf, LinkedToCoreConstructingFor, NativePostRenderFor, PoweredBy, SetUnderAttack, StandGuard, TarydiumBoost, TooClose, UpdateEffects
Inherited Functions from UTGame.UTGameObjective
AddScorer, AddTeamStaticMesh, BetterObjectiveThan, BotNearObjective, CalcCamera, CanDoubleJump, ClientReset, Destroyed, DrawIcon, DrawMapSelection, FindGoodEndView, FindNearestFriendlyNode, GetAutoObjectiveActor, GetBestAvailableVehicleRating, GetBestLocker, GetBestViewTarget, GetFlag, GetHUDOffset, GetHumanReadableName, GetLocationMessageIndex, GetLocationSpeechFor, GetLocationStringFor, GetNumDefenders, GetTeamNum, HighlightOnMinimap, IsActive, IsCritical, IsNeutral, IsStandalone, MarkShootSpotsFor, NearObjective, NeedsHealing, ObjectiveChanged, PostBeginPlay, ReachedParkingSpot, RenderExtraDetails, RenderMinimap, RenderMyLinks, ReplicatedEvent, Reset, SetAlarm, SetHUDLocation, SetTeam, ShareScore, Shootable, TeamLink, TeleportTo, TellBotHowToDisable, TellBotHowToHeal, TriggerFlagEvent, UpdateTeamStaticMeshes, UsedBy, ValidSpawnPointFor

States Summary
DestroyableObjective Source code
state DestroyableObjective
BeginState, EndState, GetObjectiveProgress, GetShootTarget, HealDamage, IsCritical, LegitimateTargetOf, NearObjective, NeedsHealing, Reset, Shootable, TakeDamage, TeamLink, TellBotHowToDisable, TellBotHowToHeal
DisabledObjective Source code
state DisabledObjective
BeginState, EndState, SetActive
TouchObjective Source code
state TouchObjective
BeginState, EndState, GetObjectiveProgress, Reset, TellBotHowToDisable, Tick, Touch, UnTouch


Variables Detail

bActive Source code

var bool bActive;

bDisabled Source code

var repnotify bool bDisabled;

bIsCritical Source code

var bool bIsCritical;

bOldCritical Source code

var bool bOldCritical;

bPlayCriticalAssaultAlarm Source code

var bool bPlayCriticalAssaultAlarm;

DisabledBy Source code

var PlayerReplicationInfo DisabledBy;

LastWarnTime Source code

var float LastWarnTime;

Touchers Source code

var array<Pawn> Touchers;
pawns currently touching the objective

AI

bNeverDefend Source code

var(AI) bool bNeverDefend;
if set friendly AI ignores this objective (useful if want to share DefensePoints with ControllingNode, for example)

Announcements

bOnlyAnnounceToDefense Source code

var(Announcements) bool bOnlyAnnounceToDefense;
if set, announcements only sent to defending team

DisabledAnnouncement Source code

var(Announcements) ObjectiveAnnouncementInfo DisabledAnnouncement;
announcement played when this objective is disabled

UnderAttackAnnouncement Source code

var(Announcements) ObjectiveAnnouncementInfo UnderAttackAnnouncement;
announcement played when this objective is attacked

ControllingNode

ControllingNode Source code

var(ControllingNode) UTOnslaughtNodeObjective ControllingNode;
node that is associated with this objective

Touch

HoldTime Source code

var(Touch) float HoldTime;
for touch objectives, how long it must be touched before it is considered complete

UTOnslaughtSpecialObjective

bAttackableWhenNodeShielded Source code

var(UTOnslaughtSpecialObjective) bool bAttackableWhenNodeShielded;
whether this objective can be attacked when the controlling node is not powered by the enemy

bInitiallyActive Source code

var(UTOnslaughtSpecialObjective) bool bInitiallyActive;
for objectives with no ControllingNode, whether this node starts active (otherwise, ControllingNode handles it)

bMustCompleteToAttackNode Source code

var(UTOnslaughtSpecialObjective) bool bMustCompleteToAttackNode;
bot flag; indicates this objective must be completed before it's possible to attack the controlling node

bReactivateOnUntouch Source code

var(UTOnslaughtSpecialObjective) bool bReactivateOnUntouch;
touch objectives only: if set, becomes un-disabled if everyone stops touching it

bTeamControlled Source code

var(UTOnslaughtSpecialObjective) bool bTeamControlled;
disabling changes the objectives team rather than removing it

bTriggerOnceOnly Source code

var(UTOnslaughtSpecialObjective) bool bTriggerOnceOnly;
objective can only be disabled once per game (won't reset if ControllingNode changes hands, etc)

ObjectiveType Source code

var(UTOnslaughtSpecialObjective) EObjectiveType ObjectiveType;

RequiredPawnClass Source code

var(UTOnslaughtSpecialObjective) class<Pawn> RequiredPawnClass<AllowAbstract>;
class of pawn that must be used to complete this objective


Enumerations Detail

EObjectiveType Source code

enum EObjectiveType
{
OBJ_Destroyable, OBJ_Touch,
};


Functions Detail

BeginState DestroyableObjective Source code

function BeginState ( Name PreviousStateName) )

BeginState DisabledObjective Source code

function BeginState ( Name PreviousStateName) )

BeginState TouchObjective Source code

event BeginState ( name PreviousStateName) )

BroadcastObjectiveMessage Source code

function BroadcastObjectiveMessage ( int Switch) )
broadcasts the requested message index

CanBeDisabledBy Source code

function bool CanBeDisabledBy ( Controller Disabler) )

@return whether this objective can be disabled by the specified controller

CheckActivate Source code

function CheckActivate ( ) )

CheckBotPawnClass Source code

function bool CheckBotPawnClass ( UTBot B, out byte bFoundVehicle) )
checks if the bot has the pawn class required
@param bFoundVehicle (out) - set to 1 if we require a certain vehicle and were able to tell the bot how to get one
@return whether the bot's pawn is of the required class

CheckPlayCriticalAlarm Source code

function CheckPlayCriticalAlarm ( ) )

DisableObjective Source code

function DisableObjective ( Controller InstigatorController) )

EndState DestroyableObjective Source code

function EndState ( Name NextStateName) )

EndState DisabledObjective Source code

function EndState ( Name NextStateName) )

EndState TouchObjective Source code

event EndState ( name NextStateName) )

GetObjectiveProgress Source code

simulated function float GetObjectiveProgress ( ) )

GetObjectiveProgress DestroyableObjective Source code

simulated function float GetObjectiveProgress ( ) )

GetObjectiveProgress TouchObjective Source code

simulated function float GetObjectiveProgress ( ) )

GetShootTarget DestroyableObjective Source code

function Actor GetShootTarget ( ) )

HealDamage DestroyableObjective Source code

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

IsActive Source code

simulated event bool IsActive ( ) )

IsCritical Source code

simulated event bool IsCritical ( ) )

IsCritical DestroyableObjective Source code

simulated event bool IsCritical ( ) )

LegitimateTargetOf DestroyableObjective Source code

function bool LegitimateTargetOf ( UTBot B) )

NearObjective DestroyableObjective Source code

function bool NearObjective ( Pawn P) )

NeedsHealing DestroyableObjective Source code

simulated function bool NeedsHealing ( ) )

OnSetBotsMustComplete Source code

function OnSetBotsMustComplete ( UTSeqAct_SetBotsMustComplete Action) )

OnToggle Source code

function OnToggle ( SeqAct_Toggle InAction) )

PreBeginPlay Source code

simulated function PreBeginPlay ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

Reset Source code

function Reset ( ) )

Reset DestroyableObjective Source code

function Reset ( ) )

Reset TouchObjective Source code

function Reset ( ) )

SetActive Source code

function SetActive ( bool bActiveStatus ) )

SetActive DisabledObjective Source code

function SetActive ( bool bActiveStatus ) )

SetCriticalStatus Source code

function SetCriticalStatus ( bool bNewCriticalStatus ) )

SetDisabled Source code

simulated function SetDisabled ( bool bNewValue) )

SetInitialState Source code

simulated event SetInitialState ( ) )

SetUnderAttack Source code

function SetUnderAttack ( bool bNewUnderAttack) )

Shootable DestroyableObjective Source code

function bool Shootable ( ) )

TakeDamage DestroyableObjective Source code

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

TeamLink DestroyableObjective Source code

simulated function bool TeamLink ( int TeamNum) )

TellBotHowToDisable DestroyableObjective Source code

function bool TellBotHowToDisable ( UTBot B) )

TellBotHowToDisable TouchObjective Source code

function bool TellBotHowToDisable ( UTBot B) )

TellBotHowToHeal DestroyableObjective Source code

function bool TellBotHowToHeal ( UTBot B) )

Tick TouchObjective Source code

event Tick ( float DeltaTime) )

Touch TouchObjective Source code

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

UnTouch TouchObjective Source code

event UnTouch ( Actor Other) )

ValidSpawnPointFor Source code

function bool ValidSpawnPointFor ( byte TeamIndex) )

ValidTargetFor Source code

simulated function bool ValidTargetFor ( Controller C) )


Defaultproperties

defaultproperties
{
   bPlayCriticalAssaultAlarm=True
   DamageCapacity=1000.000000
   Health=1000.000000
   IconHudTexture=None
   bNotBased=True
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTOnslaughtObjective:CollisionCylinder'
      CollideActors=True
      BlockActors=True
      ObjectArchetype=CylinderComponent'UTGame.Default__UTOnslaughtObjective:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTOnslaughtObjective:Sprite'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTOnslaughtObjective:Sprite'
   End Object
   GoodSprite=Sprite
   Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'UTGame.Default__UTOnslaughtObjective:Sprite2'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTOnslaughtObjective:Sprite2'
   End Object
   BadSprite=Sprite2
   Components(0)=Sprite
   Components(1)=Sprite2
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTOnslaughtObjective:Arrow'
      ObjectArchetype=ArrowComponent'UTGame.Default__UTOnslaughtObjective:Arrow'
   End Object
   Components(2)=Arrow
   Components(3)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTOnslaughtObjective:PathRenderer'
      ObjectArchetype=PathRenderingComponent'UTGame.Default__UTOnslaughtObjective:PathRenderer'
   End Object
   Components(4)=PathRenderer
   RemoteRole=ROLE_SimulatedProxy
   bAlwaysRelevant=True
   CollisionComponent=CollisionCylinder
   MessageClass=Class'UTGame.UTSpecialObjectiveStatusMessage'
   SupportedEvents(0)=Class'UTGame.UTSeqEvent_ObjectiveCompleted'
   SupportedEvents(1)=Class'Engine.SeqEvent_TakeDamage'
   SupportedEvents(2)=Class'Engine.SeqEvent_Touch'
   Name="Default__UTOnslaughtSpecialObjective"
   ObjectArchetype=UTOnslaughtObjective'UTGame.Default__UTOnslaughtObjective'
}

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Creation time: sk 18-3-2018 10:00:54.386 - Created with UnCodeX