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UTGame.UTWarfareBarricade

Extends
UTOnslaughtSpecialObjective
Modifiers
hidecategories ( UTOnslaughtSpecialObjective ) abstract

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

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

Direct Known Subclasses:

UTWarfareBarricade_Concrete

Variables Summary
floatDestroyedTime
intFakeDamage
floatLastDamageTime
floatLastWarningTime
UTWarfareChildBarricadeNextBarricade
SoundCueShieldHitSound
intTotalDamage
UTWarfareBarricade
boolbAvalancheBarricadeHack
Inherited Variables from UTGame.UTOnslaughtSpecialObjective
bActive, bAttackableWhenNodeShielded, bDisabled, bInitiallyActive, bIsCritical, bMustCompleteToAttackNode, bNeverDefend, bOldCritical, bOnlyAnnounceToDefense, bPlayCriticalAssaultAlarm, bReactivateOnUntouch, bTeamControlled, bTriggerOnceOnly, ControllingNode, DisabledAnnouncement, DisabledBy, HoldTime, LastWarnTime, ObjectiveType, RequiredPawnClass, Touchers, UnderAttackAnnouncement
Inherited Variables from UTGame.UTOnslaughtObjective
bAssociatePlayerStarts, bIsNeutral, DamageCapacity, FinalCoreDistance[2], Health, LastAttackAnnouncementTime, LastAttacker, LastAttackExpirationTime, LastAttackMessageTime, LastAttackSwitch, LastAttackTime, LastDamagedBy, LinkHealMult

Enumerations Summary
Inherited Enumerations from UTGame.UTOnslaughtSpecialObjective
EObjectiveType

Functions Summary
function BroadcastObjectiveMessage (int Switch))
function ClearUnderAttack ()))
functionvector GetHUDOffset (PlayerController PC, Canvas Canvas))
event PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir))
function RegisterChild (UTWarfareChildBarricade B))
function Reset ()))
function SetDestroyedTime ()))
function SetDisabled (bool bNewValue))
event SetInitialState ()))
event TakeDamage (int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
DestroyableObjective
functionbool TellBotHowToDisable (UTBot B))
DestroyableObjective
functionbool ValidTargetFor (Controller C))
function WarnAboutBarricade (UTPlayerController InstigatedBy))
Inherited Functions from UTGame.UTOnslaughtSpecialObjective
BeginState, BroadcastObjectiveMessage, CanBeDisabledBy, CheckActivate, CheckBotPawnClass, CheckPlayCriticalAlarm, DisableObjective, EndState, GetObjectiveProgress, GetShootTarget, HealDamage, IsActive, IsCritical, LegitimateTargetOf, NearObjective, NeedsHealing, OnSetBotsMustComplete, OnToggle, PreBeginPlay, ReplicatedEvent, Reset, SetActive, SetCriticalStatus, SetDisabled, SetInitialState, SetUnderAttack, Shootable, TakeDamage, TeamLink, TellBotHowToDisable, TellBotHowToHeal, Tick, Touch, UnTouch, ValidSpawnPointFor, ValidTargetFor
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

States Summary
DestroyableObjective Source code
state DestroyableObjective
TakeDamage, TellBotHowToDisable


Variables Detail

DestroyedTime Source code

var float DestroyedTime;

FakeDamage Source code

var int FakeDamage;
Used to check if someone is shooting at me

LastDamageTime Source code

var float LastDamageTime;

LastWarningTime Source code

var float LastWarningTime;

NextBarricade Source code

var UTWarfareChildBarricade NextBarricade;

ShieldHitSound Source code

var SoundCue ShieldHitSound;
wake up call to fools shooting invalid target :)

TotalDamage Source code

var int TotalDamage;

UTWarfareBarricade

bAvalancheBarricadeHack Source code

var(UTWarfareBarricade) bool bAvalancheBarricadeHack;
Used to keep players and bots from attacking barricades at wrong time


Functions Detail

BroadcastObjectiveMessage Source code

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

ClearUnderAttack Source code

simulated function ClearUnderAttack ( ) )

GetHUDOffset Source code

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

PostRenderFor Source code

simulated event PostRenderFor ( PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) )
PostRenderFor() Hook to allow objectives to render HUD overlays for themselves. Called only if objective was rendered this tick. Assumes that appropriate font has already been set

RegisterChild Source code

simulated function RegisterChild ( UTWarfareChildBarricade B) )

Reset Source code

function Reset ( ) )

SetDestroyedTime Source code

simulated function SetDestroyedTime ( ) )

SetDisabled Source code

simulated function SetDisabled ( bool bNewValue) )

SetInitialState Source code

simulated event SetInitialState ( ) )

TakeDamage DestroyableObjective Source code

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

TellBotHowToDisable DestroyableObjective Source code

function bool TellBotHowToDisable ( UTBot B) )

ValidTargetFor Source code

simulated function bool ValidTargetFor ( Controller C) )
Check if should respect bAvalancheBarricadeHack

WarnAboutBarricade Source code

function WarnAboutBarricade ( UTPlayerController InstigatedBy) )


Defaultproperties

defaultproperties
{
   DestroyedTime=-1000.000000
   bTriggerOnceOnly=True
   bInitiallyActive=True
   bAttackableWhenNodeShielded=True
   DisabledAnnouncement=(AnnouncementText="Barricade destroyed!")
   ObjectiveName="Barricade"
   AttackAnnouncement=(AnnouncementText="Destroy the barricade.")
   DefendAnnouncement=(AnnouncementText="Defend the barricade.")
   MaxBeaconDistance=4000.000000
   bBlocked=True
   bMustTouchToReach=False
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTOnslaughtSpecialObjective:CollisionCylinder'
      CollideActors=False
      BlockActors=False
      ObjectArchetype=CylinderComponent'UTGame.Default__UTOnslaughtSpecialObjective:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTOnslaughtSpecialObjective:Sprite'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTOnslaughtSpecialObjective:Sprite'
   End Object
   GoodSprite=Sprite
   Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'UTGame.Default__UTOnslaughtSpecialObjective:Sprite2'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTOnslaughtSpecialObjective:Sprite2'
   End Object
   BadSprite=Sprite2
   Components(0)=Sprite
   Components(1)=Sprite2
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTOnslaughtSpecialObjective:Arrow'
      ObjectArchetype=ArrowComponent'UTGame.Default__UTOnslaughtSpecialObjective:Arrow'
   End Object
   Components(2)=Arrow
   Components(3)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTOnslaughtSpecialObjective:PathRenderer'
      ObjectArchetype=PathRenderingComponent'UTGame.Default__UTOnslaughtSpecialObjective:PathRenderer'
   End Object
   Components(4)=PathRenderer
   bMovable=False
   bCollideActors=True
   bBlockActors=True
   bProjTarget=True
   CollisionComponent=CollisionCylinder
   Name="Default__UTWarfareBarricade"
   ObjectArchetype=UTOnslaughtSpecialObjective'UTGame.Default__UTOnslaughtSpecialObjective'
}

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Creation time: sk 18-3-2018 10:01:02.214 - Created with UnCodeX