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UE2:DestroyableObjective (UT2004)

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UT2004 Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective

Contents

Package: 
UnrealGame
Direct subclasses:
DestroyableObjective_SM, ONSPowerCore
This class in other games:
UT2003

null

[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

Type: class<Pawn>


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

event Destroyed ()

Overrides: Actor.Destroyed


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: GameObjective.PostBeginPlay


[edit] SpecialCost

event int SpecialCost (Pawn Other, ReachSpec Path)

Overrides: JumpSpot.SpecialCost


[edit] TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Actor.TakeDamage


[edit] Other instance functions

[edit] AwardAssaultScore

function AwardAssaultScore (int Score)

Overrides: GameObjective.AwardAssaultScore


[edit] DisableObjective

function DisableObjective (Pawn Instigator)

Overrides: GameObjective.DisableObjective


[edit] GetObjectiveProgress

simulated function float GetObjectiveProgress ()

Overrides: GameObjective.GetObjectiveProgress


[edit] GetShootTarget

function Actor GetShootTarget ()


[edit] HealDamage

function bool HealDamage (int Amount, Controller Healer, class<DamageTypeDamageType)

Overrides: Actor.HealDamage


[edit] IsCritical

simulated function bool IsCritical ()

Overrides: GameObjective.IsCritical


[edit] KillEnemyFirst

function bool KillEnemyFirst (Bot B)


[edit] LegitimateTargetOf

function bool LegitimateTargetOf (Bot B)


[edit] NearObjective

function bool NearObjective (Pawn P)

Overrides: GameObjective.NearObjective


[edit] Reset

function Reset ()

Overrides: GameObjective.Reset


[edit] SetDelayedDamageInstigatorController

function SetDelayedDamageInstigatorController (Controller C)

Overrides: Actor.SetDelayedDamageInstigatorController


[edit] TeamLink

simulated function bool TeamLink (int TeamNum)

Overrides: Actor.TeamLink


[edit] TellBotHowToDisable

function bool TellBotHowToDisable (Bot B)

Overrides: GameObjective.TellBotHowToDisable


[edit] TellBotHowToHeal

function bool TellBotHowToHeal (Bot B)


[edit] TimerPop

function TimerPop (VolumeTimer T)

Overrides: Actor.TimerPop


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