Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:UTOnslaughtCountdownNode (UT3)

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Package: 
UTGameContent

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'Announcements'[edit]

BuiltAnnouncements[edit]

Type: array<UTPlayerController.ObjectiveAnnouncementInfo>

special announcements played for various situations if there is only one element in the array, that is played regardless of team control otherwise, the announcement that corresponds with the team that controls the node is played

Default value, index 0:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_RedControlsTheCountdownNode'
AnnouncementText "Red Controls the Countdown Node!"

Default value, index 1:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_BlueControlsTheCountdownNode'
AnnouncementText "Blue Controls the Countdown Node!"

DestroyedAnnouncements[edit]

Type: array<UTPlayerController.ObjectiveAnnouncementInfo>

special announcements played for various situations if there is only one element in the array, that is played regardless of team control otherwise, the announcement that corresponds with the team that controls the node is played

Default value:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_CountdownNodeDestroyed'
AnnouncementText "Countdown Node Destroyed"

HalfTimeAnnouncements[edit]

Type: array<UTPlayerController.ObjectiveAnnouncementInfo>

special announcements played for various situations if there is only one element in the array, that is played regardless of team control otherwise, the announcement that corresponds with the team that controls the node is played

SuccessAnnouncements[edit]

Type: array<UTPlayerController.ObjectiveAnnouncementInfo>

special announcements played for various situations if there is only one element in the array, that is played regardless of team control otherwise, the announcement that corresponds with the team that controls the node is played

Default value, index 0:

Member Value
AnnouncementText "Red Countdown Node Completed!"

Default value, index 1:

Member Value
AnnouncementText "Blue Countdown Node Completed!"

TenSecondsLeftAnnouncements[edit]

Type: array<UTPlayerController.ObjectiveAnnouncementInfo>

special announcements played for various situations if there is only one element in the array, that is played regardless of team control otherwise, the announcement that corresponds with the team that controls the node is played

Property group 'UTOnslaughtCountdownNode'[edit]

bDamagesCore[edit]

Type: bool

whether the Kismet connected to this node succeeding will damage the core (so give higher priority for AI, etc)

CountdownTime[edit]

Type: byte

how long in seconds the controlling team must hold the node to gain the benefit

Default value: 60

Internal variables[edit]

RemainingTime[edit]

Type: byte

how much longer controlling team needs to hold the node

Default values[edit]

Property Value
DefensePriority 4
ObjectiveName "Countdown Node"
SupportedEvents[5] Class'UTGameContent.UTSeqEvent_CountdownNodeSucceeded'

Subobjects[edit]

AmbientComponent[edit]

Class: Engine.AudioComponent

Inherits from: UTOnslaughtPowernode_Content.AmbientComponent

No new values.

AmbientEffectComponent[edit]

Class: UTGame.UTParticleSystemComponent

Inherits from: UTOnslaughtPowernode_Content.AmbientEffectComponent

No new values.

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: UTOnslaughtPowernode_Content.Arrow

No new values.

CaptureSystem[edit]

Class: Engine.ParticleSystemComponent

Inherits from: UTOnslaughtPowernode_Content.CaptureSystem

No new values.

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtPowernode_Content.CollisionCylinder

No new values.

CollisionCylinder2[edit]

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtPowernode_Content.CollisionCylinder2

No new values.

InvulnerableSystem[edit]

Class: Engine.ParticleSystemComponent

Inherits from: UTOnslaughtPowernode_Content.InvulnerableSystem

No new values.

LinkRenderer[edit]

Class: UTGame.LinkRenderingComponent

Inherits from: UTOnslaughtPowernode_Content.LinkRenderer

No new values.

NecrisCaptureComp[edit]

Class: UTGame.UTParticleSystemComponent

Inherits from: UTOnslaughtPowernode_Content.NecrisCaptureComp

No new values.

NecrisCapturePipesLargeComp[edit]

Class: Engine.StaticMeshComponent

Inherits from: UTOnslaughtPowernode_Content.NecrisCapturePipesLargeComp

No new values.

NecrisCapturePipesSmallComp[edit]

Class: Engine.StaticMeshComponent

Inherits from: UTOnslaughtPowernode_Content.NecrisCapturePipesSmallComp

No new values.

NecrisGoodPuddleComp[edit]

Class: UTGame.UTParticleSystemComponent

Inherits from: UTOnslaughtPowernode_Content.NecrisGoodPuddleComp

No new values.

OrbNearbySoundComponent[edit]

Class: Engine.AudioComponent

Inherits from: UTOnslaughtPowernode_Content.OrbNearbySoundComponent

No new values.

ParticleSystemComponent1[edit]

Class: Engine.ParticleSystemComponent

Inherits from: UTOnslaughtPowernode_Content.ParticleSystemComponent1

No new values.

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: UTOnslaughtPowernode_Content.PathRenderer

No new values.

PowerNodeLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTOnslaughtPowernode_Content.PowerNodeLightEnvironment

No new values.

SkeletalMeshComponent1[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTOnslaughtPowernode_Content.SkeletalMeshComponent1

No new values.

StaticMeshComponent0[edit]

Class: Engine.StaticMeshComponent

Inherits from: UTOnslaughtPowernode_Content.StaticMeshComponent0

No new values.

StaticMeshComponent9[edit]

Class: Engine.StaticMeshComponent

Inherits from: UTOnslaughtPowernode_Content.StaticMeshComponent9

No new values.

StaticMeshSpinner[edit]

Class: Engine.StaticMeshComponent

Inherits from: UTOnslaughtPowernode_Content.StaticMeshSpinner

No new values.

Events[edit]

PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: UTOnslaughtPowernode_Content.PreBeginPlay


States[edit]

ActiveNode[edit]

Inherits from: UTOnslaughtPowernode.ActiveNode

Modifiers: simulated

ActiveNode.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: UTOnslaughtPowernode.ActiveNode.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

ActiveNode.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: UTOnslaughtPowernode.ActiveNode.EndState

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.

ActiveNode.RenderMinimap[edit]

simulated event RenderMinimap (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent)

Overrides: UTGameObjective.RenderMinimap (global)

Called if bScriptRenderAdditionalMinimap=true

ActiveNode.Countdown[edit]

function Countdown ()


ActiveNode.DisableObjective[edit]

function DisableObjective (Controller InstigatedBy)

Overrides: UTOnslaughtPowernode.DisableObjective (global)


ActiveNode.DrawBeaconIcon[edit]

simulated function DrawBeaconIcon (Canvas Canvas, Object.Vector IconLocation, float IconWidth, float IconAlpha, float BeaconPulseScale, UTPlayerController PlayerOwner)

Overrides: UTOnslaughtNodeObjective.DrawBeaconIcon (global)

draws the icon for the HUD beacon