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UE2:ONSPowerCore internal variables (UT2004)
Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore (internal variables) |
Contents
- 1 Internal variables
- 1.1 BlueActiveSkins
- 1.2 BlueConstructingSkins
- 1.3 bOldUnderAttack
- 1.4 bPoweredByBlue
- 1.5 bPoweredByRed
- 1.6 bSevered
- 1.7 bShowNodeBeams
- 1.8 bUnderAttack
- 1.9 CloseActors
- 1.10 ConstructedEvent
- 1.11 ConstructionTimeElapsed
- 1.12 Constructor
- 1.13 CoreStage
- 1.14 DestroyedEvent
- 1.15 DestructionMessageIndex
- 1.16 ExplosionEffect
- 1.17 FinalCoreDistance
- 1.18 HealingTime
- 1.19 LastAttackAnnouncementTime
- 1.20 LastAttacker
- 1.21 LastAttackExpirationTime
- 1.22 LastAttackMessageTime
- 1.23 LastAttackTime
- 1.24 LastCoreStage
- 1.25 LastDamagedBy
- 1.26 LastDefenderTeamIndex
- 1.27 LastHealedBy
- 1.28 LinkedNodes
- 1.29 NextCore
- 1.30 NodeBeamEffect
- 1.31 NodeHealEffect
- 1.32 NodeNum
- 1.33 PowerLinks
- 1.34 RedActiveSkins
- 1.35 RedConstructingSkins
- 1.36 RoamingEnergy
- 1.37 SeveredDamagePerSecond
- 1.38 Shield
- 1.39 ShieldClass
- 1.40 ShieldOffset
- 1.41 TeleportPads
- 1.42 TeleportTrigger
;Other member categories for this class::instance functions
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Internal variables
BlueActiveSkins
Skins for when the core/node is active and owned by the blue team.
Default value, index 0: Material'ONSstructureTextures.CoreGroup.COREDiffTEX'
Default value, index 1: Material'ONSstructureTextures.CoreGroup.CoreLightShader'
BlueConstructingSkins
Skins for when the core/node is being built by the blue team.
Default value, index 0: FinalBlend'ONSstructureTextures.CoreConstructionBlue'
Default value, index 1: FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal'
bOldUnderAttack
Type: bool
Whether the core or node was previously under attack.
bPoweredByBlue
Type: bool
Whether the blue team built a link chain from their core to this node.
bPoweredByRed
Type: bool
Whether the red team built a link chain from their core to this node.
bSevered
Type: bool
Whether the node has a link chain to its owning team's core. Nodes owned by a team, but not linked to that teams power core will take damage while they are isolated.
bShowNodeBeams
Type: bool
Modifiers: globalconfig
Whether to show sky beams above nodes that can be attacked by the enemy team.
Default value: True
bUnderAttack
Type: bool
Whether this node or core is currently under attack by the enemy team.
CloseActors
A list of actors specifically associated with this node or core. Only contains actors of type PlayerStart, ONSVehicleFactory, ONSStationaryWeaponPawn and xTeamBanner. Clientsidely only team banners are in this list.
ConstructedEvent
Type: string
Array size: 2
This event is triggered when the node has been successfully constructed.
Default value, index 0: "red_powercore_constructed"
Default value, index 1: "blue_powercore_constructed"
ConstructionTimeElapsed
Type: float
How much time it took to construct the node. This value isn't actually used anywhere in the code, except that it is set to zero at the start of the construction process and updated until the node is either built or destroyed.
Constructor
Type: Controller
The player who initially started construction by touching the node.
CoreStage
Type: byte
The current status of the power core or node.
- 0 - active
- This node can unlock neutral or enemy nodes for attack or capture by the owning team
- 1 - destroyed
- This node or core was just destroyed. Power nodes will switch to the neutral stage after a short delay. A destroyed power core obviously ends the round.
- 2 - constructing
- This node is currently being constructed. It is owned by the constructing team, but does not power any of its associated actors or linked nodes yet.
- 4 - neutral
- The node is not owned by any team.
- 5 - taken
- Temporary stage right after a player touched an available neutral node. The node will switch to the constructing stage after a short delay.
- 250 - invalid
- An impossible CoreStage values used only in the LastCoreStage variable to be different from any initial core stage.
- 255 - disabled
- This node is currently disabled because it is not linked to any other cores or nodes. Disabled nodes do not show up in the level or on the radar map, except for the link designer.
DestroyedEvent
Type: string
Array size: 4
This event is triggered when the core or node is destroyed. As the default values suggest, index 0 and 1 apply to active nodes or cores, while index 2 and 3 apply to constructing power nodes.
Default value, index 0: "red_powercore_destroyed"
Default value, index 1: "blue_powercore_destroyed"
Default value, index 2: "red_constructing_powercore_destroyed"
Default value, index 3: "blue_constructing_powercore_destroyed"
DestructionMessageIndex
Type: int
Message switch for ONSOnslaughtMessage when the core or node is destroyed. The team index is added to this number to get the actual message switch.
Default value: 14
ExplosionEffect
Type: Emitter
FinalCoreDistance
Type: byte
Array size: 2
The link distance to the power cores of both teams. This is used to determine the best power node to spawn from if the player didn't select any specific node.
Default value, index 0: 255
Default value, index 1: 255
HealingTime
Type: float
The last time when someone healed this node.
LastAttackAnnouncementTime
Type: float
The last time an attack on this node or core was announced. Audio announcements for attacks on the same node or core are only played every 10 seconds.
LastAttacker
Type: Pawn
The player who last damaged this node or core. Used by the AI.
LastAttackExpirationTime
Type: float
How long to consider the node or core as "under attack". Players may not respawn at nodes under attack.
Default value: 5.0
LastAttackMessageTime
Type: float
The last time the attack message was sent. The message is sent only once every second for attacks on the same node or core.
LastAttackTime
Type: float
The last time someone damaged this node or core.
LastCoreStage
Type: byte
The previous CoreStage. Used only in PostNetReceive() to detect clientside core stage changes.
Default value: 250
LastDamagedBy
Type: PlayerReplicationInfo
The last player who damaged this node.
LastDefenderTeamIndex
Type: byte
Last value of DefenderTeamIndex. Used only in PostNetReceive() to detect team changes clientsidely.
Default value: 2
LastHealedBy
Type: Controller
Last player who healed this power node.
LinkedNodes
The names of power nodes or cores this node or core is linked to in the power link setup.
NextCore
Type: ONSPowerCore
Next item in the circular linked list of all power nodes and cores.
NodeBeamEffect
Type: Emitter
The sky beam effect emitter.
NodeHealEffect
Type: ONSNodeHealEffect
The node heal effect emitter.
NodeNum
Type: int
This power node's unique number in the level.
PowerLinks
Type: array<ONSPowerCore>
Power nodes and cores this node or core is linked to via the power link setup.
RedActiveSkins
Skins for when the core/node is active and owned by the red team.
Default value, index 0: Material'ONSstructureTextures.CoreGroup.COREDiffTEX'
Default value, index 1: Material'ONSstructureTextures.CoreGroup.CoreLightShader'
RedConstructingSkins
Skins for when the core/node is being built by the red team.
Default value, index 0: FinalBlend'ONSstructureTextures.CoreConstructionRed'
Default value, index 1: FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal'
RoamingEnergy
Type: ONSFreeRoamingEnergyEffect
The emitter effect on available neutral nodes.
SeveredDamagePerSecond
Type: float
How much damage the node takes when it is active, but no longer directly connected to the owning team's power core.
Default value: 30.0
Shield
Type: ONSPowerCoreShield
The shield around nodes or cores not attackable by the enemy team.
ShieldClass
Type: class<ONSPowerCoreShield>
The shield class to use for this node or core.
Default value: Class'Onslaught.ONSPowerCoreShield'
ShieldOffset
Type: Object.Vector
Where the shield should be placed in relation to the node or core location
TeleportPads
Type: array<ONSTeleportPad>
Teleporter pads associated with this power node or core.
TeleportTrigger
Type: Triggers
A trigger actor at the power core that allows teleporting to other nodes. Power nodes don't use this because players can stand on the node to teleport.