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UE2:DestroyableObjective (UT2004)

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UT2004 Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective
Package: 
UnrealGame
Direct subclasses:
DestroyableObjective_SM, ONSPowerCore
This class in other games:
UT2003

null

Properties[edit]

Property group 'DestroyableObjective'[edit]

AIShootOffset[edit]

Type: Object.Vector

adjust where AI should try to shoot this objective

bCanDefenderDamage[edit]

Type: bool

can defender damage objective ?

ConstraintInstigator[edit]

Type: EConstraintInstigator


ConstraintPawnClass[edit]

Type: class<Pawn>


Default value: Class'Engine.Pawn'

DamageCapacity[edit]

Type: int

amount of damage that can be taken before destroyed

Default value: 100

DamageEventThreshold[edit]

Type: int

trigger damage event whenever this amount of damage is taken

TakeDamageEvent[edit]

Type: name


VehicleDamageScaling[edit]

Type: float


Default value: 1.0

Internal variables[edit]

AccumulatedDamage[edit]

Type: int


bIsUnderAttack[edit]

Type: bool


bMonitorUnderAttack[edit]

Type: bool


Default value: True

bReplicateHealth[edit]

Type: bool


Default value: True

Health[edit]

Type: int


LastDamageTime[edit]

Type: float


LastWarnTime[edit]

Type: float


LinkHealMult[edit]

Type: float

If > 0, Link Gun secondary heals an amount equal to its damage times this

ShootTarget[edit]

Type: ShootTarget


UnderAttackTimer[edit]

Type: VolumeTimer


Default values[edit]

Property Value
Announcer_DisabledObjective AnnouncerAssault.Objective_Destroyed
bAlwaysRelevant True
bCanBeDamaged True
bCollideActors True
bDestinationOnly True
bNotBased True
bPlayCriticalAssaultAlarm True
bProjTarget True
bReplicateObjective True
bSpecialForced False
bStatic False
Objective_Info_Attacker "Destroy Objective"
Objective_Info_Defender "Protect Objective"
ObjectiveDescription "Destroy Objective to disable it."
ObjectiveName "Destroyable Objective"
ObjectiveTypeIcon Material'AS_FX_TX.Icons.OBJ_Destroy_FB'

Enums[edit]

EConstraintInstigator[edit]

CI_All 
Anything can deal damage to objective
CI_PawnClass 
Only Forced Pawn class can deal damage to objective

Functions[edit]

Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: GameObjective.PostBeginPlay


SpecialCost[edit]

event int SpecialCost (Pawn Other, ReachSpec Path)

Overrides: JumpSpot.SpecialCost


TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Actor.TakeDamage


Other instance functions[edit]

AwardAssaultScore[edit]

function AwardAssaultScore (int Score)

Overrides: GameObjective.AwardAssaultScore


DisableObjective[edit]

function DisableObjective (Pawn Instigator)

Overrides: GameObjective.DisableObjective


GetObjectiveProgress[edit]

simulated function float GetObjectiveProgress ()

Overrides: GameObjective.GetObjectiveProgress


GetShootTarget[edit]

function Actor GetShootTarget ()


HealDamage[edit]

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

Overrides: Actor.HealDamage


IsCritical[edit]

simulated function bool IsCritical ()

Overrides: GameObjective.IsCritical


KillEnemyFirst[edit]

function bool KillEnemyFirst (Bot B)


LegitimateTargetOf[edit]

function bool LegitimateTargetOf (Bot B)


NearObjective[edit]

function bool NearObjective (Pawn P)

Overrides: GameObjective.NearObjective


Reset[edit]

function Reset ()

Overrides: GameObjective.Reset


SetDelayedDamageInstigatorController[edit]

function SetDelayedDamageInstigatorController (Controller C)

Overrides: Actor.SetDelayedDamageInstigatorController


TeamLink[edit]

simulated function bool TeamLink (int TeamNum)

Overrides: Actor.TeamLink


TellBotHowToDisable[edit]

function bool TellBotHowToDisable (Bot B)

Overrides: GameObjective.TellBotHowToDisable


TellBotHowToHeal[edit]

function bool TellBotHowToHeal (Bot B)


TimerPop[edit]

function TimerPop (VolumeTimer T)

Overrides: Actor.TimerPop