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UE2:DestroyableObjective (UT2004)

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UT2004 Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective
Package: 
UnrealGame
Direct subclasses:
DestroyableObjective_SM, ONSPowerCore
This class in other games:
UT2003

null

Properties

Property group 'DestroyableObjective'

AIShootOffset

Type: Object.Vector

adjust where AI should try to shoot this objective

bCanDefenderDamage

Type: bool

can defender damage objective ?

ConstraintInstigator

Type: EConstraintInstigator


ConstraintPawnClass

Type: class<Pawn>


Default value: Class'Engine.Pawn'

DamageCapacity

Type: int

amount of damage that can be taken before destroyed

Default value: 100

DamageEventThreshold

Type: int

trigger damage event whenever this amount of damage is taken

TakeDamageEvent

Type: name


VehicleDamageScaling

Type: float


Default value: 1.0

Internal variables

AccumulatedDamage

Type: int


bIsUnderAttack

Type: bool


bMonitorUnderAttack

Type: bool


Default value: True

bReplicateHealth

Type: bool


Default value: True

Health

Type: int


LastDamageTime

Type: float


LastWarnTime

Type: float


LinkHealMult

Type: float

If > 0, Link Gun secondary heals an amount equal to its damage times this

ShootTarget

Type: ShootTarget


UnderAttackTimer

Type: VolumeTimer


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'

Enums

EConstraintInstigator

CI_All 
Anything can deal damage to objective
CI_PawnClass 
Only Forced Pawn class can deal damage to objective

Functions

Events

Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


PostBeginPlay

event PostBeginPlay ()

Overrides: GameObjective.PostBeginPlay


SpecialCost

event int SpecialCost (Pawn Other, ReachSpec Path)

Overrides: JumpSpot.SpecialCost


TakeDamage

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

Overrides: Actor.TakeDamage


Other instance functions

AwardAssaultScore

function AwardAssaultScore (int Score)

Overrides: GameObjective.AwardAssaultScore


DisableObjective

function DisableObjective (Pawn Instigator)

Overrides: GameObjective.DisableObjective


GetObjectiveProgress

simulated function float GetObjectiveProgress ()

Overrides: GameObjective.GetObjectiveProgress


GetShootTarget

function Actor GetShootTarget ()


HealDamage

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

Overrides: Actor.HealDamage


IsCritical

simulated function bool IsCritical ()

Overrides: GameObjective.IsCritical


KillEnemyFirst

function bool KillEnemyFirst (Bot B)


LegitimateTargetOf

function bool LegitimateTargetOf (Bot B)


NearObjective

function bool NearObjective (Pawn P)

Overrides: GameObjective.NearObjective


Reset

function Reset ()

Overrides: GameObjective.Reset


SetDelayedDamageInstigatorController

function SetDelayedDamageInstigatorController (Controller C)

Overrides: Actor.SetDelayedDamageInstigatorController


TeamLink

simulated function bool TeamLink (int TeamNum)

Overrides: Actor.TeamLink


TellBotHowToDisable

function bool TellBotHowToDisable (Bot B)

Overrides: GameObjective.TellBotHowToDisable


TellBotHowToHeal

function bool TellBotHowToHeal (Bot B)


TimerPop

function TimerPop (VolumeTimer T)

Overrides: Actor.TimerPop