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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.UTOnslaughtSpecialObjective
UTWarfareBarricade
| Variables Summary | |
|---|---|
| bool | bActive |
| bool | bDisabled |
| bool | bIsCritical |
| bool | bOldCritical |
| bool | bPlayCriticalAssaultAlarm |
| PlayerReplicationInfo | DisabledBy |
| float | LastWarnTime |
| array<Pawn> | Touchers |
| AI | |
| bool | bNeverDefend |
| Announcements | |
| bool | bOnlyAnnounceToDefense |
| ObjectiveAnnouncementInfo | DisabledAnnouncement |
| ObjectiveAnnouncementInfo | UnderAttackAnnouncement |
| ControllingNode | |
| UTOnslaughtNodeObjective | ControllingNode |
| Touch | |
| float | HoldTime |
| UTOnslaughtSpecialObjective | |
| bool | bAttackableWhenNodeShielded |
| bool | bInitiallyActive |
| bool | bMustCompleteToAttackNode |
| bool | bReactivateOnUntouch |
| bool | bTeamControlled |
| bool | bTriggerOnceOnly |
| EObjectiveType | ObjectiveType |
| class<Pawn> | RequiredPawnClass |
| Enumerations Summary | ||
|---|---|---|
| EObjectiveType OBJ_Destroyable, OBJ_Touch, | ||
| Structures Summary |
|---|
| Inherited Structures from UTGame.UTGameObjective |
|---|
| ScorerRecord |
| Functions Summary | ||
|---|---|---|
![]() | BeginState (Name PreviousStateName)) DestroyableObjective | |
![]() | BeginState (Name PreviousStateName)) DisabledObjective | |
![]() | BeginState (name PreviousStateName)) TouchObjective | |
![]() | BroadcastObjectiveMessage (int Switch)) | |
![]() | bool | CanBeDisabledBy (Controller Disabler)) |
![]() | CheckActivate ())) | |
![]() | bool | CheckBotPawnClass (UTBot B, out byte bFoundVehicle)) |
![]() | CheckPlayCriticalAlarm ())) | |
![]() | DisableObjective (Controller InstigatorController)) | |
![]() | EndState (Name NextStateName)) DestroyableObjective | |
![]() | EndState (Name NextStateName)) DisabledObjective | |
![]() | EndState (name NextStateName)) TouchObjective | |
![]() | float | GetObjectiveProgress ())) |
![]() | float | GetObjectiveProgress ())) DestroyableObjective |
![]() | float | GetObjectiveProgress ())) TouchObjective |
![]() | Actor | GetShootTarget ())) DestroyableObjective |
![]() | bool | HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)) DestroyableObjective |
![]() | bool | IsActive ())) |
![]() | bool | IsCritical ())) |
![]() | bool | IsCritical ())) DestroyableObjective |
![]() | bool | LegitimateTargetOf (UTBot B)) DestroyableObjective |
![]() | bool | NearObjective (Pawn P)) DestroyableObjective |
![]() | bool | NeedsHealing ())) DestroyableObjective |
![]() | OnSetBotsMustComplete (UTSeqAct_SetBotsMustComplete Action)) | |
![]() | OnToggle (SeqAct_Toggle InAction)) | |
![]() | PreBeginPlay ())) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | Reset ())) | |
![]() | Reset ())) DestroyableObjective | |
![]() | Reset ())) TouchObjective | |
![]() | SetActive (bool bActiveStatus )) | |
![]() | SetActive (bool bActiveStatus )) DisabledObjective | |
![]() | SetCriticalStatus (bool bNewCriticalStatus )) | |
![]() | SetDisabled (bool bNewValue)) | |
![]() | SetInitialState ())) | |
![]() | SetUnderAttack (bool bNewUnderAttack)) | |
![]() | bool | Shootable ())) DestroyableObjective |
![]() | TakeDamage (int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) DestroyableObjective | |
![]() | bool | TeamLink (int TeamNum)) DestroyableObjective |
![]() | bool | TellBotHowToDisable (UTBot B)) DestroyableObjective |
![]() | bool | TellBotHowToDisable (UTBot B)) TouchObjective |
![]() | bool | TellBotHowToHeal (UTBot B)) DestroyableObjective |
![]() | Tick (float DeltaTime)) TouchObjective | |
![]() | Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)) TouchObjective | |
![]() | UnTouch (Actor Other)) TouchObjective | |
![]() | bool | ValidSpawnPointFor (byte TeamIndex)) |
![]() | bool | ValidTargetFor (Controller C)) |
| 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 |
|---|
pawns currently touching the objective
if set friendly AI ignores this objective (useful if want to share DefensePoints with ControllingNode, for example)
if set, announcements only sent to defending team
announcement played when this objective is disabled
announcement played when this objective is attacked
node that is associated with this objective
for touch objectives, how long it must be touched before it is considered complete
whether this objective can be attacked when the controlling node is not powered by the enemy
for objectives with no ControllingNode, whether this node starts active (otherwise, ControllingNode handles it)
bot flag; indicates this objective must be completed before it's possible to attack the controlling node
touch objectives only: if set, becomes un-disabled if everyone stops touching it
disabling changes the objectives team rather than removing it
objective can only be disabled once per game (won't reset if ControllingNode changes hands, etc)
class of pawn that must be used to complete this objective
| Enumerations Detail |
|---|
| Functions Detail |
|---|
BeginState DestroyableObjective Source code
BeginState DisabledObjective Source code
BeginState TouchObjective Source code
BroadcastObjectiveMessage Source codebroadcasts the requested message index
CanBeDisabledBy Source code
@return whether this objective can be disabled by the specified controller
CheckActivate Source code
CheckBotPawnClass Source codechecks 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
DisableObjective Source code
EndState DestroyableObjective Source code
EndState DisabledObjective Source code
EndState TouchObjective Source code
GetObjectiveProgress Source code
GetObjectiveProgress DestroyableObjective Source code
GetObjectiveProgress TouchObjective Source code
GetShootTarget DestroyableObjective Source code
HealDamage DestroyableObjective Source code
IsActive Source code
IsCritical Source code
IsCritical DestroyableObjective Source code
LegitimateTargetOf DestroyableObjective Source code
NearObjective DestroyableObjective Source code
NeedsHealing DestroyableObjective Source code
OnSetBotsMustComplete Source code
OnToggle Source code
PreBeginPlay Source code
ReplicatedEvent Source code
Reset Source code
Reset DestroyableObjective Source code
Reset TouchObjective Source code
SetActive Source code
SetActive DisabledObjective Source code
SetCriticalStatus Source code
SetDisabled Source code
SetInitialState Source code
SetUnderAttack Source code
Shootable DestroyableObjective Source code
TakeDamage DestroyableObjective Source code
TeamLink DestroyableObjective Source code
TellBotHowToDisable DestroyableObjective Source code
TellBotHowToDisable TouchObjective Source code
TellBotHowToHeal DestroyableObjective Source code
Tick TouchObjective Source code
Touch TouchObjective Source code
UnTouch TouchObjective Source code
ValidSpawnPointFor Source code
ValidTargetFor Source code| 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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