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UE2:DestroyableObjective (UT2004)
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| Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective |
- Package:
- UnrealGame
- Direct subclasses:
- DestroyableObjective_SM, ONSPowerCore
- This class in other games:
- UT2003
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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[edit] Properties
[edit] Property group 'DestroyableObjective'
[edit] AIShootOffset
Type: Object.Vector
adjust where AI should try to shoot this objective
[edit] bCanDefenderDamage
Type: bool
can defender damage objective ?
[edit] ConstraintInstigator
Type: EConstraintInstigator
[edit] ConstraintPawnClass
Default value: Class'Engine.Pawn'
[edit] DamageCapacity
Type: int
amount of damage that can be taken before destroyed
Default value: 100
[edit] DamageEventThreshold
Type: int
trigger damage event whenever this amount of damage is taken
[edit] TakeDamageEvent
Type: name
[edit] VehicleDamageScaling
Type: float
Default value: 1.0
[edit] Internal variables
[edit] AccumulatedDamage
Type: int
[edit] bIsUnderAttack
Type: bool
[edit] bMonitorUnderAttack
Type: bool
Default value: True
[edit] bReplicateHealth
Type: bool
Default value: True
[edit] Health
Type: int
[edit] LastDamageTime
Type: float
[edit] LastWarnTime
Type: float
[edit] LinkHealMult
Type: float
If > 0, Link Gun secondary heals an amount equal to its damage times this
[edit] ShootTarget
Type: ShootTarget
[edit] UnderAttackTimer
Type: VolumeTimer
[edit] Default values
| Property | Value |
|---|---|
| Announcer_DisabledObjective | AnnouncerAssault.Objective_Destroyed |
| bAlwaysRelevant | True |
| bCanBeDamaged | True |
| bCollideActors | True |
| bDestinationOnly | True |
| bNotBased | True |
| bPlayCriticalAssaultAlarm | True |
| bProjTarget | True |
| bReplicateObjective | True |
| bSpecialForced | False |
| bStatic | False |
| Objective_Info_Attacker | "Destroy Objective" |
| Objective_Info_Defender | "Protect Objective" |
| ObjectiveDescription | "Destroy Objective to disable it." |
| ObjectiveName | "Destroyable Objective" |
| ObjectiveTypeIcon | Material'AS_FX_TX.Icons.OBJ_Destroy_FB' |
[edit] Enums
[edit] EConstraintInstigator
- CI_All
- Anything can deal damage to objective
- CI_PawnClass
- Only Forced Pawn class can deal damage to objective
[edit] Functions
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] PostBeginPlay
Overrides: GameObjective.PostBeginPlay
[edit] SpecialCost
Overrides: JumpSpot.SpecialCost
[edit] TakeDamage
Overrides: Actor.TakeDamage
[edit] Other instance functions
[edit] AwardAssaultScore
Overrides: GameObjective.AwardAssaultScore
[edit] DisableObjective
Overrides: GameObjective.DisableObjective
[edit] GetObjectiveProgress
Overrides: GameObjective.GetObjectiveProgress
[edit] GetShootTarget
[edit] HealDamage
Overrides: Actor.HealDamage
[edit] IsCritical
Overrides: GameObjective.IsCritical
[edit] KillEnemyFirst
[edit] LegitimateTargetOf
[edit] NearObjective
Overrides: GameObjective.NearObjective
[edit] Reset
Overrides: GameObjective.Reset
[edit] SetDelayedDamageInstigatorController
Overrides: Actor.SetDelayedDamageInstigatorController
[edit] TeamLink
Overrides: Actor.TeamLink
[edit] TellBotHowToDisable
Overrides: GameObjective.TellBotHowToDisable
[edit] TellBotHowToHeal
[edit] TimerPop
Overrides: Actor.TimerPop
