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UE2:ONSPowerNode (UT2004)

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Package: 
Onslaught
Direct subclass:
ONSPowerNodeNeutral

This class implements behavioral differences of power nodes from power cores. The class to place in Onslaught maps is ONSPowerNodeNeutral.

Properties[edit]

ConstructingString[edit]

Type: string

Modifiers: localized

This value is used to build the display name of power nodes that are currently under construction.

Default value: " Constructing PowerNode"

EnergySphere[edit]

Type: ONSPowerNodeEnergySphere

The rotating part above constructing and active power nodes. It forwards any damage or healing attempts to the power node itself.

NeutralString[edit]

Type: string

Modifiers: localized

This value is used to build the display name of power nodes that are currently not owned by any team.

Default value: "Neutral PowerNode"

Default values[edit]

Property Value
ActiveSound Sound'ONSVehicleSounds-S.PwrNodeActive02'
AIShootOffset
Member Value
Z 370.0
bDestinationOnly False
bFinalCore False
BlueActiveSkins[0] Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX'
BlueActiveSkins[1] FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREblueFinal'
BlueConstructingSkins[0] Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX'
BlueConstructingSkins[1] FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREblueFinal'
bPathColliding False
CollisionHeight 30.0
CollisionRadius 160.0
ConstructedEvent[0] "red_powernode_constructed"
ConstructedEvent[1] "blue_powernode_constructed"
CoreStage 4
DamageCapacity 2000
DefensePriority 1
DestroyedEvent[0] "red_powernode_destroyed"
DestroyedEvent[1] "blue_powernode_destroyed"
DestroyedEvent[2] "red_constructing_powernode_destroyed"
DestroyedEvent[3] "blue_constructing_powernode_destroyed"
DestructionMessageIndex 16
DrawScale 2.0
LinkHealMult 1.0
ObjectiveStringSuffix " PowerNode"
PrePivot
Member Value
Z 25.0
RedActiveSkins[0] Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX'
RedActiveSkins[1] FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREredFinal'
RedConstructingSkins[0] Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX'
RedConstructingSkins[1] FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREredFinal'
Score 5
ShieldClass Class'Onslaught.ONSPowerNodeShield'
ShieldOffset
Member Value
Z 220.0
StaticMesh StaticMesh'VMStructures.CoreGroup.PowerNodeBaseSM'

Functions[edit]

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: ONSPowerCore.PostBeginPlay


Other instance functions[edit]

GetHumanReadableName[edit]

simulated function string GetHumanReadableName ()

Overrides: ONSPowerCore.GetHumanReadableName

Builds the name of the power node based on its current state and team ownership.

PowerCoreActive[edit]

simulated function PowerCoreActive ()

Overrides: ONSPowerCore.PowerCoreActive

Makes the energy sphere above the node's base visible and sets its team skin.

PowerCoreConstructing[edit]

simulated function PowerCoreConstructing ()

Overrides: ONSPowerCore.PowerCoreConstructing

Makes the energy sphere above the node's base visible and sets its team skin. This also broadcasts the "under construction" message.

PowerCoreDestroyed[edit]

simulated function PowerCoreDestroyed ()

Overrides: ONSPowerCore.PowerCoreDestroyed

Hides the energy sphere above the node's base, disables associated turrets, vehicle factories and player starts and creates an explosion effect.

PowerCoreDisabled[edit]

simulated function PowerCoreDisabled ()

Overrides: ONSPowerCore.PowerCoreDisabled

Hides the entire power node.

PowerCoreNeutral[edit]

simulated function PowerCoreNeutral ()

Overrides: ONSPowerCore.PowerCoreNeutral

Hides the energy sphere above the node's base and resets the base's skins.

SpawnNodeTeleportTrigger[edit]

function SpawnNodeTeleportTrigger ()

Overrides: ONSPowerCore.SpawnNodeTeleportTrigger

Overrides the ONSPowerCore implementation to do nothing because players can stand on a power node base to telport to other nodes.

TellBotHowToHeal[edit]

function bool TellBotHowToHeal (Bot B)

Overrides: DestroyableObjective.TellBotHowToHeal

Implements AI considerations for healing power nodes.