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UE3:UTOnslaughtNodeObjective instance functions (UT3)

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;Other member categories for this class::internal variables

Instance functions[edit]

AddActivatedObjective[edit]

function AddActivatedObjective (UTOnslaughtSpecialObjective O)


AddLink[edit]

function AddLink (UTOnslaughtNodeObjective Node)

adds a link between two nodes

BeamEnabled[edit]

simulated function bool BeamEnabled ()


BecameUnderAttack[edit]

simulated function BecameUnderAttack ()


BecomeActive[edit]

function BecomeActive ()


BroadcastAttackNotification[edit]

function BroadcastAttackNotification (Controller InstigatedBy)


CheckHealing[edit]

simulated function CheckHealing ()


CheckLink[edit]

function CheckLink (UTOnslaughtNodeObjective Node)

if this node is not already linked to the specified node, add a link to it

CheckTouching[edit]

singular function CheckTouching ()


CreateBeamMaterialInstance[edit]

simulated function bool CreateBeamMaterialInstance ()


DisableObjective[edit]

function DisableObjective (Controller InstigatedBy)


DrawBeaconIcon[edit]

simulated function DrawBeaconIcon (Canvas Canvas, Object.Vector IconLocation, float IconWidth, float IconAlpha, float BeaconPulseScale, UTPlayerController PlayerOwner)

draws the icon for the HUD beacon

FindNearestFriendlyNode[edit]

function UTGameObjective FindNearestFriendlyNode (int TeamIndex)

Overrides: UTGameObjective.FindNearestFriendlyNode

FindNearestFriendlyNode() returns nearby node at which team can spawn

FindNewHomeForFlag[edit]

function FindNewHomeForFlag ()

if a flag's homebase is linked to this node, find a new homebase for it

FindNewObjectives[edit]

function FindNewObjectives ()

calls FindNewObjectives() on the GameInfo; separated out for subclasses

FindNodeLinkIndex[edit]

simulated function int FindNodeLinkIndex (UTOnslaughtObjective Node)

if the given Node is in the LinkedNodes array, returns its index, otherwise INDEX_NONE

GetAutoObjectiveActor[edit]

function Actor GetAutoObjectiveActor (UTPlayerController PC)

Overrides: UTGameObjective.GetAutoObjectiveActor

(Description copied from UTGameObjective.GetAutoObjectiveActor)


Returns:

the actor that the given player should use to complete this objective

GetLocationMessageIndex[edit]

simulated function int GetLocationMessageIndex (UTBot B, Pawn StatusPawn)

Overrides: UTGameObjective.GetLocationMessageIndex


GetLocationSpeechFor[edit]

simulated function SoundNodeWave GetLocationSpeechFor (PlayerController PC, int LocationSpeechOffset, int MessageIndex)

Overrides: UTGameObjective.GetLocationSpeechFor


GetLocationStringFor[edit]

simulated function string GetLocationStringFor (PlayerReplicationInfo PRI)

Overrides: UTGameObjective.GetLocationStringFor


GetSpawnRating[edit]

function float GetSpawnRating (byte EnemyTeam)

Overrides: UTOnslaughtObjective.GetSpawnRating

(Description copied from UTOnslaughtObjective.GetSpawnRating)


Returns:

Rating of this core for automatic spawn point selection (lower is better)

HasHealthBar[edit]

simulated function bool HasHealthBar ()


HasUsefulVehicles[edit]

function bool HasUsefulVehicles (Controller Asker)

Overrides: UTOnslaughtObjective.HasUsefulVehicles


HealDamage[edit]

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

Overrides: Actor.HealDamage

(Description copied from Actor.HealDamage)
the reverse of TakeDamage(); heals the specified amount

Parameters:

  • Amount - The amount of damage to heal
  • Healer - Who is doing the healing
  • DamageType - What type of healing is it

InitCloseActors[edit]

function InitCloseActors ()

Overrides: UTOnslaughtObjective.InitCloseActors


InitLinks[edit]

function InitLinks ()


IsStandalone[edit]

simulated function bool IsStandalone ()

Overrides: UTGameObjective.IsStandalone


KillEnemyFirst[edit]

function bool KillEnemyFirst (UTBot B)


LinkedTo[edit]

simulated function bool LinkedTo (UTOnslaughtNodeObjective PC)


LinkedToCoreConstructingFor[edit]

function bool LinkedToCoreConstructingFor (byte Team)

Overrides: UTOnslaughtObjective.LinkedToCoreConstructingFor


NearObjective[edit]

function bool NearObjective (Pawn P)

Overrides: UTGameObjective.NearObjective


NotifyLocalPlayerTeamReceived[edit]

simulated function NotifyLocalPlayerTeamReceived ()

Overrides: Actor.NotifyLocalPlayerTeamReceived


OnToggle[edit]

function OnToggle (SeqAct_Toggle inAction)

Overrides: NavigationPoint.OnToggle

Toggle the blocked state of a navigation point.

PostRenderShowHealth[edit]

simulated function bool PostRenderShowHealth ()


PoweredBy[edit]

simulated function bool PoweredBy (byte Team)

Overrides: UTOnslaughtObjective.PoweredBy


RateCore[edit]

function float RateCore ()


RemoveLink[edit]

function RemoveLink (UTOnslaughtNodeObjective Node)

removes a link between two nodes

RenderExtraDetails[edit]

simulated function RenderExtraDetails (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent, bool bSelected)

Overrides: UTGameObjective.RenderExtraDetails

Called if rendering full size map

ScaleDamage[edit]

simulated function ScaleDamage (out int Damage, Controller InstigatedBy, class<DamageTypeDamageType)

applies any scaling factors to damage we're about to take

ScoreDamage[edit]

function ScoreDamage (UTOnslaughtPRI AttackerPRI, float Damage)


SendChangedEvent[edit]

function SendChangedEvent (Controller EventInstigator)

notify any Kismet events connected to this node that our state has changed

SetAmbientSound[edit]

simulated function SetAmbientSound (SoundCue NewAmbientSound)


SetCoreDistance[edit]

function SetCoreDistance (byte TeamNum, int Hops)

SetCoreDistance() determine how many hops each node is from powercore N in hops

SetPrimeCore[edit]

function SetPrimeCore (UTOnslaughtPowerCore P)


Sever[edit]

function Sever ()


SeveredDamage[edit]

function SeveredDamage ()


Shootable[edit]

function bool Shootable ()

Overrides: UTGameObjective.Shootable


TarydiumBoost[edit]

function TarydiumBoost (float Quantity)

Overrides: UTOnslaughtObjective.TarydiumBoost


TeleportRating[edit]

function float TeleportRating (Controller Asker, byte AskerTeam, byte SourceDist)


TeleportTo[edit]

function bool TeleportTo (UTPawn Traveler)

Overrides: UTGameObjective.TeleportTo

Will attempt to teleport a pawn to this objective

TellBotHowToDisable[edit]

function bool TellBotHowToDisable (UTBot B)

Overrides: UTGameObjective.TellBotHowToDisable


UpdateAttackEffect[edit]

simulated function UpdateAttackEffect ()

called on a timer to update the under attack effect, if necessary

UpdateCloseActors[edit]

function UpdateCloseActors ()

notify actors associated with this node that it has been destroyed/disabled

UpdateEffects[edit]

simulated function UpdateEffects (bool bPropagate)

Overrides: UTOnslaughtObjective.UpdateEffects


UpdateLinks[edit]

function UpdateLinks ()


UpdateShield[edit]

simulated function UpdateShield (bool bPoweredByEnemy)