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UE2:ONSPowerCore internal variables (UT2004)

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UT2004 Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore (internal variables)

;Other member categories for this class::instance functions

Internal variables

BlueActiveSkins

Type: array<Material>

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

Type: array<Material>

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

Type: array<Actor>

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

Type: array<name>

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

Type: array<Material>

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

Type: array<Material>

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.