I'm a doctor, not a mechanic

UE2:ONSPowerCore (UT2004)

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Package: 
Onslaught
Direct subclasses:
ONSPowerCoreBlue, ONSPowerCoreRed, ONSPowerNode
Known custom subclass:
Wormbo/OnslaughtSpecials

null

Properties

Property group 'Events'

BlueActivationEventName

Type: name


DestroyedEventName

Type: name


RedActivationEventName

Type: name


Property group 'HUD'

HUDLocation

Type: Object.Vector


Property group 'ONSPowerCore'

ActiveSound

Type: Sound


Default value: Sound'ONSVehicleSounds-S.PwrNodeActive01'

bFinalCore

Type: bool


Default value: True

bPowered

Type: bool


Default value: True

bStartNeutral

Type: bool


ConstructedSound

Type: Sound


Default value: Sound'ONSVehicleSounds-S.whooshthunk'

ConstructionTime

Type: float


Default value: 30.0

DeadStaticMesh

Type: StaticMesh


Default value: StaticMesh'VMStructures.CoreGroup.CoreDead'

DestroyedSound

Type: Sound


Default value: Sound'ONSVehicleSounds-S.PowerCore.PowerCoreExplosion01'

HealedSound

Type: Sound


Default value: Sound'ONSVehicleSounds-S.PwrNodeBuilt01'

HealingSound

Type: Sound


Default value: Sound'ONSVehicleSounds-S.PwrNodeStartBuild03'

NeutralSound

Type: Sound


Default value: Sound'ONSVehicleSounds-S.PwrNodeNOTActive01'

StartConstructionSound

Type: Sound


Default value: Sound'ONSVehicleSounds-S.PwrNodeBuild02'

Internal variables

See ONSPowerCore internal variables.

Default values

Property Value
bBlockActors True
bBlockKarma True
bBlocksTeleport True
bCollideWorld True
bHidden False
bIgnoreEncroachers True
bMonitorUnderAttack False
bNetNotify True
bNotifyLocalPlayerTeamReceived True
bPathColliding True
bPlayCriticalAssaultAlarm False
CollisionHeight 150.0
CollisionRadius 120.0
DamageCapacity 4500
DefensePriority 10
DestructionMessage ""
DrawType DT_StaticMesh
ObjectiveStringSuffix " PowerCore"
Score 10
SoundRadius 255.0
SoundVolume 128
StaticMesh StaticMesh'VMStructures.CoreGroup.COREDivided'

Delegates

NotifyUpdateLinks

delegate NotifyUpdateLinks ()


OnCoreDestroyed

delegate OnCoreDestroyed (byte DestroyedCoreIndex)


UpdateLinkState

delegate UpdateLinkState (ONSPowerCore Node)


Functions

Events

BeginPlay

simulated event BeginPlay ()

Overrides: Actor.BeginPlay


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: DestroyableObjective.PostBeginPlay


PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Actor.PostNetBeginPlay


PostNetReceive

simulated event PostNetReceive ()

Overrides: GameObjective.PostNetReceive


SetInitialState

event SetInitialState ()

Overrides: Actor.SetInitialState


TakeDamage

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

Overrides: DestroyableObjective.TakeDamage


Tick

simulated event Tick (float DT)

Overrides: Actor.Tick


Timer

event Timer ()

Overrides: GameObjective.Timer


UsedBy

event UsedBy (Pawn User)

Overrides: Actor.UsedBy


Other instance functions

See ONSPowerCore instance functions.

States

DestroyedCore

DisabledCore

DisabledCore.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


DisabledCore.EndState

event EndState ()

Overrides: Object.EndState (global)


NeutralCore

NeutralCore.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


NeutralCore.Bump

event Bump (Actor Other)

Overrides: Actor.Bump (global)


NeutralCore.TakeDamage

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

Overrides: TakeDamage (global)


NeutralCore.UsedBy

event UsedBy (Pawn User)

Overrides: UsedBy (global)


Reconstruction

Reconstruction.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Reconstruction.Bump

event Bump (Actor Other)

Overrides: Actor.Bump (global)


Reconstruction.Timer

event Timer ()

Overrides: Timer (global)


Reconstruction.UsedBy

event UsedBy (Pawn User)

Overrides: UsedBy (global)


Reconstruction.UnSever

function UnSever ()

Overrides: UnSever (global)