I'm a doctor, not a mechanic
UE2:ONSPowerNode (UT2004)
Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore >> ONSPowerNode |
Contents
- Package:
- Onslaught
- Direct subclass:
- ONSPowerNodeNeutral
This class implements behavioral differences of power nodes from power cores. The class to place in Onslaught maps is ONSPowerNodeNeutral.
Properties[edit]
ConstructingString[edit]
Type: string
Modifiers: localized
This value is used to build the display name of power nodes that are currently under construction.
Default value: " Constructing PowerNode"
EnergySphere[edit]
Type: ONSPowerNodeEnergySphere
The rotating part above constructing and active power nodes. It forwards any damage or healing attempts to the power node itself.
NeutralString[edit]
Type: string
Modifiers: localized
This value is used to build the display name of power nodes that are currently not owned by any team.
Default value: "Neutral PowerNode"
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
ActiveSound | Sound'ONSVehicleSounds-S.PwrNodeActive02' | ||||
AIShootOffset |
|
||||
bDestinationOnly | False | ||||
bFinalCore | False | ||||
BlueActiveSkins[0] | Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX' | ||||
BlueActiveSkins[1] | FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREblueFinal' | ||||
BlueConstructingSkins[0] | Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX' | ||||
BlueConstructingSkins[1] | FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREblueFinal' | ||||
bPathColliding | False | ||||
CollisionHeight | 30.0 | ||||
CollisionRadius | 160.0 | ||||
ConstructedEvent[0] | "red_powernode_constructed" | ||||
ConstructedEvent[1] | "blue_powernode_constructed" | ||||
CoreStage | 4 | ||||
DamageCapacity | 2000 | ||||
DefensePriority | 1 | ||||
DestroyedEvent[0] | "red_powernode_destroyed" | ||||
DestroyedEvent[1] | "blue_powernode_destroyed" | ||||
DestroyedEvent[2] | "red_constructing_powernode_destroyed" | ||||
DestroyedEvent[3] | "blue_constructing_powernode_destroyed" | ||||
DestructionMessageIndex | 16 | ||||
DrawScale | 2.0 | ||||
LinkHealMult | 1.0 | ||||
ObjectiveStringSuffix | " PowerNode" | ||||
PrePivot |
|
||||
RedActiveSkins[0] | Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX' | ||||
RedActiveSkins[1] | FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREredFinal' | ||||
RedConstructingSkins[0] | Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX' | ||||
RedConstructingSkins[1] | FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREredFinal' | ||||
Score | 5 | ||||
ShieldClass | Class'Onslaught.ONSPowerNodeShield' | ||||
ShieldOffset |
|
||||
StaticMesh | StaticMesh'VMStructures.CoreGroup.PowerNodeBaseSM' |
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: ONSPowerCore.PostBeginPlay
Other instance functions[edit]
GetHumanReadableName[edit]
Overrides: ONSPowerCore.GetHumanReadableName
Builds the name of the power node based on its current state and team ownership.
PowerCoreActive[edit]
Overrides: ONSPowerCore.PowerCoreActive
Makes the energy sphere above the node's base visible and sets its team skin.
PowerCoreConstructing[edit]
Overrides: ONSPowerCore.PowerCoreConstructing
Makes the energy sphere above the node's base visible and sets its team skin. This also broadcasts the "under construction" message.
PowerCoreDestroyed[edit]
Overrides: ONSPowerCore.PowerCoreDestroyed
Hides the energy sphere above the node's base, disables associated turrets, vehicle factories and player starts and creates an explosion effect.
PowerCoreDisabled[edit]
Overrides: ONSPowerCore.PowerCoreDisabled
Hides the entire power node.
PowerCoreNeutral[edit]
Overrides: ONSPowerCore.PowerCoreNeutral
Hides the energy sphere above the node's base and resets the base's skins.
SpawnNodeTeleportTrigger[edit]
Overrides: ONSPowerCore.SpawnNodeTeleportTrigger
Overrides the ONSPowerCore implementation to do nothing because players can stand on a power node base to telport to other nodes.
TellBotHowToHeal[edit]
Overrides: DestroyableObjective.TellBotHowToHeal
Implements AI considerations for healing power nodes.