UTGame.UTWarfareBarricade
- Extends
- UTOnslaughtSpecialObjective
- Modifiers
- hidecategories ( UTOnslaughtSpecialObjective ) abstract
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.Actor
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+-- Engine.NavigationPoint
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+-- Engine.Objective
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+-- UTGame.UTGameObjective
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+-- UTGame.UTOnslaughtObjective
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+-- UTGame.UTOnslaughtSpecialObjective
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+-- UTGame.UTWarfareBarricade
Direct Known Subclasses:
UTWarfareBarricade_Concrete
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 |
Functions Summary |
 | | BroadcastObjectiveMessage (int Switch))
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 | | ClearUnderAttack ()))
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 | vector | GetHUDOffset (PlayerController PC, Canvas Canvas))
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 | | PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir))
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 | | RegisterChild (UTWarfareChildBarricade B))
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 | | Reset ()))
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 | | SetDestroyedTime ()))
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 | | SetDisabled (bool bNewValue))
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 | | SetInitialState ()))
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 | | TakeDamage (int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) DestroyableObjective |
 | bool | TellBotHowToDisable (UTBot B)) DestroyableObjective |
 | bool | ValidTargetFor (Controller C))
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 | | WarnAboutBarricade (UTPlayerController InstigatedBy))
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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 |
var float DestroyedTime;
var int FakeDamage;
var float LastDamageTime;
var float LastWarningTime;
var int TotalDamage;
UTWarfareBarricade
bAvalancheBarricadeHack Source code
BroadcastObjectiveMessage Source code
function BroadcastObjectiveMessage ( int Switch) )
simulated function ClearUnderAttack ( ) )
function Reset ( ) )
simulated function SetDestroyedTime ( ) )
simulated function SetDisabled ( bool bNewValue) )
simulated event SetInitialState ( ) )
TakeDamage DestroyableObjective Source code
TellBotHowToDisable DestroyableObjective Source code
function bool TellBotHowToDisable (
UTBot B) )
simulated
function bool ValidTargetFor (
Controller C) )
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