Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:DestroyableObjective (UT2004)
Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective |
Contents
- 1 Properties
- 2 Enums
- 3 Functions
- 3.1 Events
- 3.2 Other instance functions
- 3.2.1 AwardAssaultScore
- 3.2.2 DisableObjective
- 3.2.3 GetObjectiveProgress
- 3.2.4 GetShootTarget
- 3.2.5 HealDamage
- 3.2.6 IsCritical
- 3.2.7 KillEnemyFirst
- 3.2.8 LegitimateTargetOf
- 3.2.9 NearObjective
- 3.2.10 Reset
- 3.2.11 SetDelayedDamageInstigatorController
- 3.2.12 TeamLink
- 3.2.13 TellBotHowToDisable
- 3.2.14 TellBotHowToHeal
- 3.2.15 TimerPop
- Package:
- UnrealGame
- Direct subclasses:
- DestroyableObjective_SM, ONSPowerCore
- This class in other games:
- UT2003
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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]
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]
Overrides: Actor.Destroyed
PostBeginPlay[edit]
Overrides: GameObjective.PostBeginPlay
SpecialCost[edit]
Overrides: JumpSpot.SpecialCost
TakeDamage[edit]
Overrides: Actor.TakeDamage
Other instance functions[edit]
AwardAssaultScore[edit]
Overrides: GameObjective.AwardAssaultScore
DisableObjective[edit]
Overrides: GameObjective.DisableObjective
GetObjectiveProgress[edit]
Overrides: GameObjective.GetObjectiveProgress
GetShootTarget[edit]
HealDamage[edit]
Overrides: Actor.HealDamage
IsCritical[edit]
Overrides: GameObjective.IsCritical
KillEnemyFirst[edit]
LegitimateTargetOf[edit]
NearObjective[edit]
Overrides: GameObjective.NearObjective
Reset[edit]
Overrides: GameObjective.Reset
SetDelayedDamageInstigatorController[edit]
Overrides: Actor.SetDelayedDamageInstigatorController
TeamLink[edit]
Overrides: Actor.TeamLink
TellBotHowToDisable[edit]
Overrides: GameObjective.TellBotHowToDisable
TellBotHowToHeal[edit]
TimerPop[edit]
Overrides: Actor.TimerPop