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UE3:UTOnslaughtPowerCore (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective >> UTOnslaughtPanelNode >> UTOnslaughtPowerCore |
Contents
- 1 Properties
- 2 Structs
- 3 Functions
- 3.1 Native functions
- 3.2 Events
- 3.3 Other instance functions
- 3.3.1 BroadcastAttackNotification
- 3.3.2 DisableObjective
- 3.3.3 FailedLinkHeal
- 3.3.4 GetHUDOffset
- 3.3.5 GetHumanReadableName
- 3.3.6 GetLocationSpeechFor
- 3.3.7 HealDamage
- 3.3.8 HighlightOnMinimap
- 3.3.9 InitializeForThisRound
- 3.3.10 InitialUpdateEffects
- 3.3.11 KillEnemyFirst
- 3.3.12 OnHealDamage
- 3.3.13 ScaleDamage
- 3.3.14 ScoreDamage
- 3.3.15 SetTeamEffects
- 3.3.16 TellBotHowToDisable
- 3.3.17 UpdateDamageEffects
- 3.3.18 UpdateEffects
- 3.3.19 ValidSpawnPointFor
- 4 States
- 4.1 ActiveNode
- 4.2 ObjectiveDestroyed
- 4.2.1 ObjectiveDestroyed.BeginState
- 4.2.2 ObjectiveDestroyed.EndState
- 4.2.3 ObjectiveDestroyed.TakeDamage
- 4.2.4 ObjectiveDestroyed.Timer
- 4.2.5 ObjectiveDestroyed.BlowOffAllPanels
- 4.2.6 ObjectiveDestroyed.LegitimateTargetOf
- 4.2.7 ObjectiveDestroyed.TellBotHowToDisable
- 4.2.8 ObjectiveDestroyed.UpdateEffects
- Package:
- UTGame
- Direct subclass:
- UTOnslaughtPowerCore_Content
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UTOnslaughtPowerCore'[edit]
bNecrisCore[edit]
Type: bool
if set, the team that controls this core is the Necris team (can affect what vehicle factories will activate for this team)
bNeverAttack[edit]
Type: bool
If true, bots and player orders will never be to attack this core, but rather to hold a prime node
bNoCoreSwitch[edit]
Type: bool
If true, don't switch cores between rounds
bOnlyLeviathanAttack[edit]
Type: bool
Only leviathan should attack this core
bReverseForThisCore[edit]
Type: bool
if true, vehicle factories reverse vehicle spawns when controlled by this core's team
EnergyEffectLight[edit]
Type: PointLightComponent
dynamic powercore light
Internal variables[edit]
See UTOnslaughtPowerCore internal variables.
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
AttackAnnouncement |
|
||||
DefendAnnouncement |
|
||||
DestroyedStinger | 15 | ||||
ObjectiveName | "PowerCore" |
Subobjects[edit]
AmbientComponent[edit]
Class: Engine.AudioComponent
Inherits from: UTOnslaughtPanelNode.AmbientComponent
No new values.
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: UTOnslaughtPanelNode.Arrow
No new values.
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTOnslaughtPanelNode.CollisionCylinder
No new values.
LinkRenderer[edit]
Class: UTGame.LinkRenderingComponent
Inherits from: UTOnslaughtPanelNode.LinkRenderer
No new values.
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: UTOnslaughtPanelNode.PathRenderer
No new values.
Structs[edit]
EnergyEffectInfo[edit]
Modifiers: native
sparking energy effects visible when the core is vulnerable
- ParticleSystemComponent Effect
- reference to the effect component
- name CurrentEndPointBones[2]
- current bones used for the effect endpoints
Functions[edit]
Native functions[edit]
GetTargetLocation[edit]
Overrides: Actor.GetTargetLocation
(Description copied from Actor.GetTargetLocation)
Parameters:
- RequestedBy - the Actor requesting the target location
- bRequestAlternateLoc - optional) - return a secondary target location if there are multiple
Returns:
- the optimal location to fire weapons at this actor
Events[edit]
PostBeginPlay[edit]
Overrides: UTOnslaughtPanelNode.PostBeginPlay
ReplicatedEvent[edit]
Overrides: UTOnslaughtPanelNode.ReplicatedEvent
SetInitialState[edit]
Overrides: UTOnslaughtNodeObjective.SetInitialState
TakeDamage[edit]
Overrides: UTOnslaughtPanelNode.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Other instance functions[edit]
BroadcastAttackNotification[edit]
Overrides: UTOnslaughtNodeObjective.BroadcastAttackNotification
DisableObjective[edit]
Overrides: UTOnslaughtNodeObjective.DisableObjective
FailedLinkHeal[edit]
Overrides: UTOnslaughtObjective.FailedLinkHeal
GetHUDOffset[edit]
Overrides: UTGameObjective.GetHUDOffset
GetHumanReadableName[edit]
Overrides: UTGameObjective.GetHumanReadableName
GetLocationSpeechFor[edit]
Overrides: UTOnslaughtNodeObjective.GetLocationSpeechFor
HealDamage[edit]
Overrides: UTOnslaughtPanelNode.HealDamage
HealDamage() PowerCores cannot be healed
HighlightOnMinimap[edit]
Overrides: UTGameObjective.HighlightOnMinimap
InitializeForThisRound[edit]
InitialUpdateEffects[edit]
KillEnemyFirst[edit]
Overrides: UTOnslaughtNodeObjective.KillEnemyFirst
OnHealDamage[edit]
Overrides: Actor.OnHealDamage
(Description copied from Actor.OnHealDamage)
Called upon receiving a SeqAct_HealDamage action, calls HealDamage() with the given parameters.
Parameters:
- Action - heal action that was activated
ScaleDamage[edit]
Overrides: UTOnslaughtNodeObjective.ScaleDamage
applies any scaling factors to damage we're about to take
ScoreDamage[edit]
Overrides: UTOnslaughtNodeObjective.ScoreDamage
SetTeamEffects[edit]
sets team specific effects depending on DefenderTeamIndex
TellBotHowToDisable[edit]
Overrides: UTOnslaughtNodeObjective.TellBotHowToDisable
UpdateDamageEffects[edit]
UpdateEffects[edit]
Overrides: UTOnslaughtNodeObjective.UpdateEffects
ValidSpawnPointFor[edit]
Overrides: UTGameObjective.ValidSpawnPointFor
States[edit]
ActiveNode[edit]
Inherits from: UTOnslaughtPanelNode.ActiveNode
Modifiers: simulated
ActiveNode.BeginState[edit]
Overrides: UTOnslaughtPanelNode.ActiveNode.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
ActiveNode.EndState[edit]
Overrides: UTOnslaughtNodeObjective.ActiveNode.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
ActiveNode.GetNodeString[edit]
ActiveNode.HasActiveDefenseSystem[edit]
Overrides: UTOnslaughtNodeObjective.ActiveNode.HasActiveDefenseSystem
ObjectiveDestroyed[edit]
Inherits from: UTOnslaughtPanelNode.ObjectiveDestroyed
Modifiers: simulated
ObjectiveDestroyed.BeginState[edit]
Overrides: UTOnslaughtPanelNode.ObjectiveDestroyed.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
ObjectiveDestroyed.EndState[edit]
Overrides: UTOnslaughtPanelNode.ObjectiveDestroyed.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
ObjectiveDestroyed.TakeDamage[edit]
Overrides: UTOnslaughtNodeObjective.ObjectiveDestroyed.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
ObjectiveDestroyed.Timer[edit]
Overrides: UTOnslaughtNodeObjective.ObjectiveDestroyed.Timer
ObjectiveDestroyed.BlowOffAllPanels[edit]
blows off all panels at once
ObjectiveDestroyed.LegitimateTargetOf[edit]
Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)
ObjectiveDestroyed.TellBotHowToDisable[edit]
Overrides: TellBotHowToDisable (global)
ObjectiveDestroyed.UpdateEffects[edit]
Overrides: UpdateEffects (global)