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UE3:UTOnslaughtFlagBase (UT3)

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UT3 Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtNodeEnhancement >> UTOnslaughtFlagBase
Package: 
UTGame
Direct subclass:
UTOnslaughtFlagBase_Content

UTOnslaughtFlagBase.

Onslaught levels may have a UTOnslaughtFlagBase placed near each powercore that will spawn the orb (UTOnslaughtFlag) They may also have additional flag bases placed near nodes that the orb will return to instead if it is closer

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

AnimPlayer[edit]

Type: UTAnimNodeSequence

main animation node on our Mesh so we can keep track of what animation was playing

BallEffect[edit]

Type: ParticleSystemComponent


BallMaterials[edit]

Type: Material

Array size: 3


BaseMaterials[edit]

Type: Material

Array size: 3


bEnabled[edit]

Type: bool

Modifiers: protected

whether this flag base is used in the current link setup

bPlayOrbBuilding[edit]

Type: bool

Modifiers: repnotify

when this changes, the flag was returned, so play returned effects

CreateSound[edit]

Type: SoundCue


FlagClass[edit]

Type: class<UTOnslaughtFlag>


Mesh[edit]

Type: SkeletalMeshComponent


myFlag[edit]

Type: UTOnslaughtFlag


OrbScaleControl[edit]

Type: SkelControlSingleBone

skel control used to scale the orb when it should/shouldn't be visible

TeamEmitters[edit]

Type: ParticleSystem

Array size: 3


Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: UTOnslaughtNodeEnhancement.Arrow

No new values.

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtNodeEnhancement.CollisionCylinder

No new values.

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: UTOnslaughtNodeEnhancement.PathRenderer

No new values.

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: UTOnslaughtNodeEnhancement.Sprite

No new values.

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: UTOnslaughtNodeEnhancement.Sprite2

No new values.

Functions[edit]

Events[edit]

Bump[edit]

event Bump (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitNormal)

Overrides: Actor.Bump


GetBestViewTarget[edit]

event Actor GetBestViewTarget ()

Overrides: UTGameObjective.GetBestViewTarget

Returns the actual viewtarget for this actor. Should be subclassed

OnAnimEnd[edit]

simulated event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)

Overrides: Actor.OnAnimEnd

(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.

Parameters:

  • SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
  • PlayedTime - Time played on this animation. (play rate independant).
  • ExcessTime - how much time overlapped beyond end of animation. (play rate independant).

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTGameObjective.PostBeginPlay


PostInitAnimTree[edit]

simulated event PostInitAnimTree (SkeletalMeshComponent SkelComp)

Overrides: Actor.PostInitAnimTree

called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner this is a good place to cache references to skeletal controllers, etc that the Actor modifies

PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: UTOnslaughtNodeEnhancement.PreBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTOnslaughtNodeEnhancement.ReplicatedEvent


Other instance functions[edit]

ActivateEmitter[edit]

simulated function ActivateEmitter ()


BuildOrb[edit]

simulated function BuildOrb ()


DisableOrbs[edit]

function DisableOrbs ()

Disable this orb spawner

GetFlag[edit]

function UTCarriedObject GetFlag ()

Overrides: UTGameObjective.GetFlag

returns the UTCarriedObject (if any) associated with this objective

HideOrb[edit]

simulated function HideOrb ()


ObjectiveChanged[edit]

function ObjectiveChanged ()

Overrides: UTGameObjective.ObjectiveChanged

Handle flag events.

OrbHomeStatusChanged[edit]

simulated function OrbHomeStatusChanged ()

called by the orb on its homebase when it leaves/returns (remote clients only)

SetControllingNode[edit]

function SetControllingNode (UTOnslaughtNodeObjective NewControllingNode)

Overrides: UTOnslaughtNodeEnhancement.SetControllingNode


SetEnabled[edit]

function SetEnabled (bool bNewEnabled)

called to tell us if we should be enabled in the current link setup

SetOrbScale[edit]

simulated function SetOrbScale (float Scaling)


ShowFlag[edit]

simulated function ShowFlag ()


SpawnFlag[edit]

function SpawnFlag ()

spawn a flag if we're a core flag base and enabled

UpdateAnimation[edit]

simulated function UpdateAnimation ()

updates animation to match orb status

UpdateTeamEffects[edit]

simulated function UpdateTeamEffects ()

Overrides: UTOnslaughtNodeEnhancement.UpdateTeamEffects