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UE3:UTOnslaughtSpecialObjective (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtSpecialObjective |
Contents
- 1 Properties
- 2 Enums
- 3 Functions
- 3.1 Events
- 3.2 Other instance functions
- 3.2.1 BroadcastObjectiveMessage
- 3.2.2 CanBeDisabledBy
- 3.2.3 CheckActivate
- 3.2.4 CheckBotPawnClass
- 3.2.5 CheckPlayCriticalAlarm
- 3.2.6 DisableObjective
- 3.2.7 GetObjectiveProgress
- 3.2.8 OnSetBotsMustComplete
- 3.2.9 OnToggle
- 3.2.10 SetActive
- 3.2.11 SetCriticalStatus
- 3.2.12 SetDisabled
- 3.2.13 SetUnderAttack
- 3.2.14 ValidSpawnPointFor
- 3.2.15 ValidTargetFor
- 4 States
- 4.1 DestroyableObjective
- 4.1.1 DestroyableObjective.BeginState
- 4.1.2 DestroyableObjective.EndState
- 4.1.3 DestroyableObjective.IsCritical
- 4.1.4 DestroyableObjective.Reset
- 4.1.5 DestroyableObjective.TakeDamage
- 4.1.6 DestroyableObjective.GetObjectiveProgress
- 4.1.7 DestroyableObjective.GetShootTarget
- 4.1.8 DestroyableObjective.HealDamage
- 4.1.9 DestroyableObjective.LegitimateTargetOf
- 4.1.10 DestroyableObjective.NearObjective
- 4.1.11 DestroyableObjective.NeedsHealing
- 4.1.12 DestroyableObjective.Shootable
- 4.1.13 DestroyableObjective.TeamLink
- 4.1.14 DestroyableObjective.TellBotHowToDisable
- 4.1.15 DestroyableObjective.TellBotHowToHeal
- 4.2 DisabledObjective
- 4.3 TouchObjective
- 4.1 DestroyableObjective
- Package:
- UTGame
- Direct subclass:
- UTWarfareBarricade
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'AI'[edit]
bNeverDefend[edit]
Type: bool
if set friendly AI ignores this objective (useful if want to share DefensePoints with ControllingNode, for example)
Property group 'Announcements'[edit]
bOnlyAnnounceToDefense[edit]
Type: bool
if set, announcements only sent to defending team
DisabledAnnouncement[edit]
Type: UTPlayerController.ObjectiveAnnouncementInfo
announcement played when this objective is disabled
UnderAttackAnnouncement[edit]
Type: UTPlayerController.ObjectiveAnnouncementInfo
announcement played when this objective is attacked
Property group 'ControllingNode'[edit]
ControllingNode[edit]
Type: UTOnslaughtNodeObjective
node that is associated with this objective
Property group 'Touch'[edit]
HoldTime[edit]
Type: float
for touch objectives, how long it must be touched before it is considered complete
Property group 'UTOnslaughtSpecialObjective'[edit]
bAttackableWhenNodeShielded[edit]
Type: bool
whether this objective can be attacked when the controlling node is not powered by the enemy
bInitiallyActive[edit]
Type: bool
for objectives with no ControllingNode, whether this node starts active (otherwise, ControllingNode handles it)
bMustCompleteToAttackNode[edit]
Type: bool
bot flag; indicates this objective must be completed before it's possible to attack the controlling node
bReactivateOnUntouch[edit]
Type: bool
touch objectives only: if set, becomes un-disabled if everyone stops touching it
bTeamControlled[edit]
Type: bool
disabling changes the objectives team rather than removing it
bTriggerOnceOnly[edit]
Type: bool
objective can only be disabled once per game (won't reset if ControllingNode changes hands, etc)
ObjectiveType[edit]
Type: EObjectiveType
RequiredPawnClass[edit]
class of pawn that must be used to complete this objective
Internal variables[edit]
bActive[edit]
Type: bool
bDisabled[edit]
Type: bool
Modifiers: repnotify
true when objective has been completed/disabled/reached/destroyed
bIsCritical[edit]
Type: bool
Set when Attackers are located in the 'Critical Volume'
bOldCritical[edit]
Type: bool
bPlayCriticalAssaultAlarm[edit]
Type: bool
Default value: True
DisabledBy[edit]
Type: PlayerReplicationInfo
LastWarnTime[edit]
Type: float
Touchers[edit]
pawns currently touching the objective
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
bNotBased | True |
DamageCapacity | 1000.0 |
Health | 1000.0 |
IconHudTexture | None |
MessageClass | Class'UTGame.UTSpecialObjectiveStatusMessage' |
RemoteRole | ROLE_SimulatedProxy |
SupportedEvents[0] | Class'UTGame.UTSeqEvent_ObjectiveCompleted' |
SupportedEvents[1] | Class'Engine.SeqEvent_TakeDamage' |
SupportedEvents[2] | Class'Engine.SeqEvent_Touch' |
Subobjects[edit]
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: UTOnslaughtObjective.Arrow
No new values.
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTOnslaughtObjective.CollisionCylinder
Property | Value |
---|---|
BlockActors | True |
CollideActors | True |
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: UTOnslaughtObjective.PathRenderer
No new values.
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: UTOnslaughtObjective.Sprite
No new values.
Sprite2[edit]
Class: Engine.SpriteComponent
Inherits from: UTOnslaughtObjective.Sprite2
No new values.
Enums[edit]
EObjectiveType[edit]
- OBJ_Destroyable
- OBJ_Touch
Functions[edit]
Events[edit]
IsActive[edit]
Overrides: UTOnslaughtObjective.IsActive
IsCritical[edit]
Overrides: UTOnslaughtObjective.IsCritical
Onslaught Objectives are considered critical if their health is < 20% of max
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
ReplicatedEvent[edit]
Overrides: UTGameObjective.ReplicatedEvent
Reset[edit]
Overrides: UTGameObjective.Reset
SetInitialState[edit]
Overrides: Actor.SetInitialState
Other instance functions[edit]
BroadcastObjectiveMessage[edit]
broadcasts the requested message index
CanBeDisabledBy[edit]
Returns:
- whether this objective can be disabled by the specified controller
CheckActivate[edit]
CheckBotPawnClass[edit]
checks if the bot has the pawn class required
Parameters:
- bFoundVehicle - out) - set to 1 if we require a certain vehicle and were able to tell the bot how to get one
Returns:
- whether the bot's pawn is of the required class
CheckPlayCriticalAlarm[edit]
DisableObjective[edit]
GetObjectiveProgress[edit]
OnSetBotsMustComplete[edit]
OnToggle[edit]
Overrides: NavigationPoint.OnToggle
Toggle the blocked state of a navigation point.
SetActive[edit]
SetCriticalStatus[edit]
SetDisabled[edit]
SetUnderAttack[edit]
Overrides: UTOnslaughtObjective.SetUnderAttack
ValidSpawnPointFor[edit]
Overrides: UTGameObjective.ValidSpawnPointFor
ValidTargetFor[edit]
States[edit]
DestroyableObjective[edit]
DestroyableObjective.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
DestroyableObjective.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
DestroyableObjective.IsCritical[edit]
Overrides: IsCritical (global)
Onslaught Objectives are considered critical if their health is < 20% of max
DestroyableObjective.Reset[edit]
Overrides: Reset (global)
DestroyableObjective.TakeDamage[edit]
Overrides: Actor.TakeDamage (global)
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
DestroyableObjective.GetObjectiveProgress[edit]
Overrides: GetObjectiveProgress (global)
DestroyableObjective.GetShootTarget[edit]
DestroyableObjective.HealDamage[edit]
Overrides: Actor.HealDamage (global)
(Description copied from Actor.HealDamage)
the reverse of TakeDamage(); heals the specified amount
Parameters:
- Amount - The amount of damage to heal
- Healer - Who is doing the healing
- DamageType - What type of healing is it
DestroyableObjective.LegitimateTargetOf[edit]
Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)
DestroyableObjective.NearObjective[edit]
Overrides: UTGameObjective.NearObjective (global)
DestroyableObjective.NeedsHealing[edit]
Overrides: UTGameObjective.NeedsHealing (global)
DestroyableObjective.Shootable[edit]
Overrides: UTGameObjective.Shootable (global)
DestroyableObjective.TeamLink[edit]
Overrides: UTGameObjective.TeamLink (global)
DestroyableObjective.TellBotHowToDisable[edit]
Overrides: UTGameObjective.TellBotHowToDisable (global)
DestroyableObjective.TellBotHowToHeal[edit]
Overrides: UTGameObjective.TellBotHowToHeal (global)
DisabledObjective[edit]
DisabledObjective.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
DisabledObjective.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
DisabledObjective.SetActive[edit]
Overrides: SetActive (global)
TouchObjective[edit]
TouchObjective.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
TouchObjective.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
TouchObjective.Reset[edit]
Overrides: Reset (global)
TouchObjective.Tick[edit]
Overrides: Actor.Tick (global)
TouchObjective.Touch[edit]
Overrides: Actor.Touch (global)
TouchObjective.UnTouch[edit]
Overrides: Actor.UnTouch (global)
TouchObjective.GetObjectiveProgress[edit]
Overrides: GetObjectiveProgress (global)
TouchObjective.TellBotHowToDisable[edit]
Overrides: UTGameObjective.TellBotHowToDisable (global)