Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGameContent.UTWarfareBarricade_Concrete

Extends
UTWarfareBarricade

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

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

Variables Summary
Inherited Variables from UTGame.UTWarfareBarricade
bAvalancheBarricadeHack, DestroyedTime, FakeDamage, LastDamageTime, LastWarningTime, NextBarricade, ShieldHitSound, TotalDamage
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

Enumerations Summary
Inherited Enumerations from UTGame.UTOnslaughtSpecialObjective
EObjectiveType

Functions Summary
Inherited Functions from UTGame.UTWarfareBarricade
BroadcastObjectiveMessage, ClearUnderAttack, GetHUDOffset, PostRenderFor, RegisterChild, Reset, SetDestroyedTime, SetDisabled, SetInitialState, TakeDamage, TellBotHowToDisable, ValidTargetFor, WarnAboutBarricade
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


Defaultproperties

defaultproperties
{
   ShieldHitSound=SoundCue'A_Gameplay.ONS.A_GamePlay_ONS_CoreImpactShieldedCue'
   DisabledAnnouncement=(AnnouncementSound=SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_BarricadeDestroyed')
   AttackAnnouncement=(AnnouncementSound=SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_DestroyTheBarricade')
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTWarfareBarricade:CollisionCylinder'
      CollisionRadius=100.000000
      ObjectArchetype=CylinderComponent'UTGame.Default__UTWarfareBarricade:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTWarfareBarricade:Sprite'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTWarfareBarricade:Sprite'
   End Object
   GoodSprite=Sprite
   Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'UTGame.Default__UTWarfareBarricade:Sprite2'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTWarfareBarricade:Sprite2'
   End Object
   BadSprite=Sprite2
   Components(0)=Sprite
   Components(1)=Sprite2
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTWarfareBarricade:Arrow'
      ObjectArchetype=ArrowComponent'UTGame.Default__UTWarfareBarricade:Arrow'
   End Object
   Components(2)=Arrow
   Components(3)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTWarfareBarricade:PathRenderer'
      ObjectArchetype=PathRenderingComponent'UTGame.Default__UTWarfareBarricade:PathRenderer'
   End Object
   Components(4)=PathRenderer
   Begin Object Class=StaticMeshComponent Name=Mesh0 ObjName=Mesh0 Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
      StaticMesh=StaticMesh'HU_Deco.SM.Mesh.S_HU_DECO_Barrier'
      bForceDirectLightMap=True
      LightingChannels=(BSP=True,Static=True)
      Translation=(X=0.000000,Y=0.000000,Z=-60.000000)
      Scale=2.000000
      Name="Mesh0"
      ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
   End Object
   Components(5)=Mesh0
   CollisionComponent=Mesh0
   Name="Default__UTWarfareBarricade_Concrete"
   ObjectArchetype=UTWarfareBarricade'UTGame.Default__UTWarfareBarricade'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:01:02.232 - Created with UnCodeX