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UTGameContent.UTOnslaughtCountdownNode

Extends
UTOnslaughtPowernode_Content
Modifiers
PerObjectLocalized

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.Objective
         |   
         +-- UTGame.UTGameObjective
            |   
            +-- UTGame.UTOnslaughtObjective
               |   
               +-- UTGame.UTOnslaughtNodeObjective
                  |   
                  +-- UTGame.UTOnslaughtPanelNode
                     |   
                     +-- UTGame.UTOnslaughtPowernode
                        |   
                        +-- UTGameContent.UTOnslaughtPowernode_Content
                           |   
                           +-- UTGameContent.UTOnslaughtCountdownNode

Variables Summary
byteRemainingTime
Announcements
array<ObjectiveAnnouncementInfo>BuiltAnnouncements
array<ObjectiveAnnouncementInfo>DestroyedAnnouncements
array<ObjectiveAnnouncementInfo>HalfTimeAnnouncements
array<ObjectiveAnnouncementInfo>SuccessAnnouncements
array<ObjectiveAnnouncementInfo>TenSecondsLeftAnnouncements
UTOnslaughtCountdownNode
boolbDamagesCore
byteCountdownTime
Inherited Variables from UTGame.UTOnslaughtPowernode
ActiveEffectTemplates[2], AmbientEffect, bCapturedByOrb, bPlayDamagedEffect, bPlayingNecrisEffects, CaptureReturnRadius, ConstructedCapacity, ConstructingEffectTemplates[2], ControllingFlag, DamagedEffect, DamagedEffectTemplates[2], DestroyedEffectTemplate, EnemyPrimeAttackAnnouncement, EnemyPrimeDefendAnnouncement, EnemyPrimeNodeName, EnergySphere, EnergySphereCollision, FlagLinkEffect, FlagLinkEffectTemplates[2], GlowMaterialInstances, InvEffectZOffset, InvulnerableRadius, InvulnerableToOrbEffect, InvulnerableToOrbTemplates[2], LastCaptureTime, LastInvulnerabilityScoreTime, LastUnlinkedWarningTime, LinkToSockets, MITV_NecrisCaptureGoo, MITV_NecrisCapturePipesLarge, MITV_NecrisCapturePipesSmall, MITV_NecrisCapturePipes_FadeIn, MITV_NecrisCapturePipes_FadeIn2, NecrisCapturePipesLarge, NecrisCapturePipesSmall, NecrisCapturePipes_FadeOut_Fast, NecrisCapturePuddle_FadeIn100, NecrisCapturePuddle_FadeIn50, NecrisCapturePuddle_FadeOut, NeutralEffectTemplate, NeutralGlowColor, NodeBase, NodeBaseSpinner, NodeConstructionScore, NodeMaterialInstance, OrbCaptureComponent, OrbCaptureInvulnerabilityDuration, OrbCaptureScore, OrbCaptureTemplate[2], OrbHealingPerSecond, OrbLockScoringInterval, OrbNearbySound, PanelTravelTime, PrimeAttackAnnouncement, PrimeDefendAnnouncement, PrimeNodeName, PSC_NecrisCapture, PSC_NecrisGooPuddle, ShieldedActiveEffectTemplates[2], ShieldedEffectTemplates[2], TeamGlowColors[2], Vulnerability, VulnerableEffectTemplates[2], YawRotationRate

Enumerations Summary
Inherited Enumerations from UTGame.UTOnslaughtPowernode
EVulnerabilityStatus

Functions Summary
event BeginState (name PreviousStateName))
ActiveNode
function Countdown ()))
ActiveNode
function DisableObjective (Controller InstigatedBy))
ActiveNode
function DrawBeaconIcon (Canvas Canvas, vector IconLocation, float IconWidth, float IconAlpha, float BeaconPulseScale, UTPlayerController PlayerOwner))
ActiveNode
event EndState (name NextStateName))
ActiveNode
event PreBeginPlay ()))
event RenderMinimap (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent ))
ActiveNode
Inherited Functions from UTGameContent.UTOnslaughtPowernode_Content
PreBeginPlay
Inherited Functions from UTGame.UTOnslaughtPowernode
Attach, BeamEnabled, BecomeActive, BeginState, CheckFlag, CheckInvulnerability, DelayedFindNewObjectives, DisableObjective, DoOrbHealing, EndState, FindNewObjectives, GetAutoObjectiveActor, GetHUDOffset, GetTargetLocation, HasHealthBar, HealDamage, LegitimateTargetOf, NeedsHealing, OnChangeNodeStatus, PostBeginPlay, ReplicatedEvent, Reset, ScaleDamage, SetDamagedEffect, SetInitialState, ShouldGrabFlag, ShowOrbCaptureVisuals, StopNecrisEffects, TakeDamage, TakeRadiusDamage, TarydiumBoost, TeamLink, TellBotHowToDisable, TellBotHowToHeal, Timer, Touch, UpdateEffects, UpdateShield, ValidSpawnPointFor, VerifyOrbLock

States Summary
ActiveNode Source code
simulated state ActiveNode
BeginState, Countdown, DisableObjective, DrawBeaconIcon, EndState, RenderMinimap


Variables Detail

RemainingTime Source code

var byte RemainingTime;
how much longer controlling team needs to hold the node

Announcements

BuiltAnnouncements Source code

var(Announcements) array<ObjectiveAnnouncementInfo> BuiltAnnouncements;
special announcements played for various situations if there is only one element in the array, that is played regardless of team control otherwise, the announcement that corresponds with the team that controls the node is played

DestroyedAnnouncements Source code

var(Announcements) array<ObjectiveAnnouncementInfo> DestroyedAnnouncements;
special announcements played for various situations if there is only one element in the array, that is played regardless of team control otherwise, the announcement that corresponds with the team that controls the node is played

HalfTimeAnnouncements Source code

var(Announcements) array<ObjectiveAnnouncementInfo> HalfTimeAnnouncements;
special announcements played for various situations if there is only one element in the array, that is played regardless of team control otherwise, the announcement that corresponds with the team that controls the node is played

SuccessAnnouncements Source code

var(Announcements) array<ObjectiveAnnouncementInfo> SuccessAnnouncements;
special announcements played for various situations if there is only one element in the array, that is played regardless of team control otherwise, the announcement that corresponds with the team that controls the node is played

TenSecondsLeftAnnouncements Source code

var(Announcements) array<ObjectiveAnnouncementInfo> TenSecondsLeftAnnouncements;
special announcements played for various situations if there is only one element in the array, that is played regardless of team control otherwise, the announcement that corresponds with the team that controls the node is played

UTOnslaughtCountdownNode

bDamagesCore Source code

var(UTOnslaughtCountdownNode) bool bDamagesCore;
whether the Kismet connected to this node succeeding will damage the core (so give higher priority for AI, etc)

CountdownTime Source code

var(UTOnslaughtCountdownNode) byte CountdownTime;
how long in seconds the controlling team must hold the node to gain the benefit


Functions Detail

BeginState ActiveNode Source code

simulated event BeginState ( name PreviousStateName) )

Countdown ActiveNode Source code

function Countdown ( ) )

DisableObjective ActiveNode Source code

function DisableObjective ( Controller InstigatedBy) )

DrawBeaconIcon ActiveNode Source code

simulated function DrawBeaconIcon ( Canvas Canvas, vector IconLocation, float IconWidth, float IconAlpha, float BeaconPulseScale, UTPlayerController PlayerOwner) )

EndState ActiveNode Source code

simulated event EndState ( name NextStateName) )

PreBeginPlay Source code

simulated event PreBeginPlay ( ) )

RenderMinimap ActiveNode Source code

simulated event RenderMinimap ( UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent ) )


Defaultproperties

defaultproperties
{
   CountdownTime=60
   BuiltAnnouncements(0)=(AnnouncementSound=SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_RedControlsTheCountdownNode',AnnouncementText="Red Controls the Countdown Node!")
   BuiltAnnouncements(1)=(AnnouncementSound=SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_BlueControlsTheCountdownNode',AnnouncementText="Blue Controls the Countdown Node!")
   SuccessAnnouncements(0)=(AnnouncementText="Red Countdown Node Completed!")
   SuccessAnnouncements(1)=(AnnouncementText="Blue Countdown Node Completed!")
   DestroyedAnnouncements(0)=(AnnouncementSound=SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_CountdownNodeDestroyed',AnnouncementText="Countdown Node Destroyed")
   Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent0 Archetype=StaticMeshComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:StaticMeshComponent0'
      ObjectArchetype=StaticMeshComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:StaticMeshComponent0'
   End Object
   NodeBase=StaticMeshComponent0
   Begin Object Class=StaticMeshComponent Name=StaticMeshSpinner ObjName=StaticMeshSpinner Archetype=StaticMeshComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:StaticMeshSpinner'
      ObjectArchetype=StaticMeshComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:StaticMeshSpinner'
   End Object
   NodeBaseSpinner=StaticMeshSpinner
   Begin Object Class=CylinderComponent Name=CollisionCylinder2 ObjName=CollisionCylinder2 Archetype=CylinderComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:CollisionCylinder2'
      ObjectArchetype=CylinderComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:CollisionCylinder2'
   End Object
   EnergySphereCollision=CollisionCylinder2
   Begin Object Class=ParticleSystemComponent Name=CaptureSystem ObjName=CaptureSystem Archetype=ParticleSystemComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:CaptureSystem'
      ObjectArchetype=ParticleSystemComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:CaptureSystem'
   End Object
   OrbCaptureComponent=CaptureSystem
   Begin Object Class=ParticleSystemComponent Name=InvulnerableSystem ObjName=InvulnerableSystem Archetype=ParticleSystemComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:InvulnerableSystem'
      ObjectArchetype=ParticleSystemComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:InvulnerableSystem'
   End Object
   InvulnerableToOrbEffect=InvulnerableSystem
   Begin Object Class=AudioComponent Name=OrbNearbySoundComponent ObjName=OrbNearbySoundComponent Archetype=AudioComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:OrbNearbySoundComponent'
      ObjectArchetype=AudioComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:OrbNearbySoundComponent'
   End Object
   OrbNearbySound=OrbNearbySoundComponent
   Begin Object Class=StaticMeshComponent Name=NecrisCapturePipesLargeComp ObjName=NecrisCapturePipesLargeComp Archetype=StaticMeshComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:NecrisCapturePipesLargeComp'
      ObjectArchetype=StaticMeshComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:NecrisCapturePipesLargeComp'
   End Object
   NecrisCapturePipesLarge=NecrisCapturePipesLargeComp
   Begin Object Class=StaticMeshComponent Name=NecrisCapturePipesSmallComp ObjName=NecrisCapturePipesSmallComp Archetype=StaticMeshComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:NecrisCapturePipesSmallComp'
      ObjectArchetype=StaticMeshComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:NecrisCapturePipesSmallComp'
   End Object
   NecrisCapturePipesSmall=NecrisCapturePipesSmallComp
   Begin Object Class=UTParticleSystemComponent Name=NecrisCaptureComp ObjName=NecrisCaptureComp Archetype=UTParticleSystemComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:NecrisCaptureComp'
      ObjectArchetype=UTParticleSystemComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:NecrisCaptureComp'
   End Object
   PSC_NecrisCapture=NecrisCaptureComp
   Begin Object Class=UTParticleSystemComponent Name=NecrisGoodPuddleComp ObjName=NecrisGoodPuddleComp Archetype=UTParticleSystemComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:NecrisGoodPuddleComp'
      ObjectArchetype=UTParticleSystemComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:NecrisGoodPuddleComp'
   End Object
   PSC_NecrisGooPuddle=NecrisGoodPuddleComp
   Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent1 ObjName=SkeletalMeshComponent1 Archetype=SkeletalMeshComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:SkeletalMeshComponent1'
      ObjectArchetype=SkeletalMeshComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:SkeletalMeshComponent1'
   End Object
   PanelMesh=SkeletalMeshComponent1
   Begin Object Class=AudioComponent Name=AmbientComponent ObjName=AmbientComponent Archetype=AudioComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:AmbientComponent'
      ObjectArchetype=AudioComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:AmbientComponent'
   End Object
   AmbientSoundComponent=AmbientComponent
   Begin Object Class=StaticMeshComponent Name=StaticMeshComponent9 ObjName=StaticMeshComponent9 Archetype=StaticMeshComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:StaticMeshComponent9'
      ObjectArchetype=StaticMeshComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:StaticMeshComponent9'
   End Object
   NodeBeamEffect=StaticMeshComponent9
   DefensePriority=4
   ObjectiveName="Countdown Node"
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:Arrow'
      ObjectArchetype=ArrowComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:Arrow'
   End Object
   Components(0)=Arrow
   Components(1)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:PathRenderer'
      ObjectArchetype=PathRenderingComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:PathRenderer'
   End Object
   Components(2)=PathRenderer
   Begin Object Class=LinkRenderingComponent Name=LinkRenderer ObjName=LinkRenderer Archetype=LinkRenderingComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:LinkRenderer'
      ObjectArchetype=LinkRenderingComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:LinkRenderer'
   End Object
   Components(3)=LinkRenderer
   Components(4)=AmbientComponent
   Begin Object Class=DynamicLightEnvironmentComponent Name=PowerNodeLightEnvironment ObjName=PowerNodeLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:PowerNodeLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:PowerNodeLightEnvironment'
   End Object
   Components(5)=PowerNodeLightEnvironment
   Components(6)=StaticMeshComponent0
   Components(7)=StaticMeshSpinner
   Components(8)=SkeletalMeshComponent1
   Components(9)=CollisionCylinder2
   Begin Object Class=UTParticleSystemComponent Name=AmbientEffectComponent ObjName=AmbientEffectComponent Archetype=UTParticleSystemComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:AmbientEffectComponent'
      ObjectArchetype=UTParticleSystemComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:AmbientEffectComponent'
   End Object
   Components(10)=AmbientEffectComponent
   Begin Object Class=ParticleSystemComponent Name=ParticleSystemComponent1 ObjName=ParticleSystemComponent1 Archetype=ParticleSystemComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:ParticleSystemComponent1'
      ObjectArchetype=ParticleSystemComponent'UTGameContent.Default__UTOnslaughtPowernode_Content:ParticleSystemComponent1'
   End Object
   Components(11)=ParticleSystemComponent1
   Components(12)=StaticMeshComponent9
   Components(13)=OrbNearbySoundComponent
   Components(14)=CaptureSystem
   Components(15)=InvulnerableSystem
   Components(16)=NecrisGoodPuddleComp
   Components(17)=NecrisCaptureComp
   Components(18)=NecrisCapturePipesLargeComp
   Components(19)=NecrisCapturePipesSmallComp
   CollisionComponent=CollisionCylinder
   SupportedEvents(5)=Class'UTGameContent.UTSeqEvent_CountdownNodeSucceeded'
   Name="Default__UTOnslaughtCountdownNode"
   ObjectArchetype=UTOnslaughtPowernode_Content'UTGameContent.Default__UTOnslaughtPowernode_Content'
}

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Creation time: sk 18-3-2018 10:00:53.956 - Created with UnCodeX