Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Legacy:ONSPowerNodeNeutral
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UT2004 :: Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore >> ONSPowerNodeNeutral
This actor represents a neutral Onslaught powernode. Any PlayerStarts, ONSVehicleFactorys, or ONSManualGunPawn laser turrets will automatically link to the closest powernode or powercore.
Unique Editable Properties[edit]
ONSPowerCore[edit]
- string ActiveSound
- Ambient sound to emit from this node
- bool bFinalCore
- default true if this is one of the (real) PowerCores (not a PowerNode)
- bool bPowered
- I assume this is to see if the PowerNode is powered and its default is false hence, when a ONS game starts none of the nodes are powered, so I assume when the node becomes powered by a team it becomes bPowered=True for that node :)
- bool bStartNeutral
- Default True. I assume toggles whether the node is capturable from the start of the game.
- string ConstructedSound
- Sound to play when the node finishes construction
- int ConstructionTime
- Time in seconds for the node to build if a player starts construction and lets the node build itself
- string DeadStaticMesh
- only used for PowerCores - StaticMesh to use when PowerCore is destroyed
- string DestroyedSound
- Sound to play when the node is destroyed
- string HealedSound
- Sound to play when the node has been healed back to full health
- string HealingSound
- Sound to play as a player heals the node
- string NeutralSound
- Sound played when the node is unclaimed by either team
- string StartConstructionSound
- Sound played when the node begins construction
Information[edit]
When building an Onslaught map, you should never need to change any of these values.