Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTOnslaughtCountdownNode (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective >> UTOnslaughtPanelNode >> UTOnslaughtPowernode >> UTOnslaughtPowernode_Content >> UTOnslaughtCountdownNode |
Contents
- 1 Properties
- 1.1 Property group 'Announcements'
- 1.2 Property group 'UTOnslaughtCountdownNode'
- 1.3 Internal variables
- 1.4 Default values
- 1.5 Subobjects
- 1.5.1 AmbientComponent
- 1.5.2 AmbientEffectComponent
- 1.5.3 Arrow
- 1.5.4 CaptureSystem
- 1.5.5 CollisionCylinder
- 1.5.6 CollisionCylinder2
- 1.5.7 InvulnerableSystem
- 1.5.8 LinkRenderer
- 1.5.9 NecrisCaptureComp
- 1.5.10 NecrisCapturePipesLargeComp
- 1.5.11 NecrisCapturePipesSmallComp
- 1.5.12 NecrisGoodPuddleComp
- 1.5.13 OrbNearbySoundComponent
- 1.5.14 ParticleSystemComponent1
- 1.5.15 PathRenderer
- 1.5.16 PowerNodeLightEnvironment
- 1.5.17 SkeletalMeshComponent1
- 1.5.18 StaticMeshComponent0
- 1.5.19 StaticMeshComponent9
- 1.5.20 StaticMeshSpinner
- 2 Events
- 3 States
- Package:
- UTGameContent
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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]
Overrides: UTOnslaughtPowernode_Content.PreBeginPlay
States[edit]
ActiveNode[edit]
Inherits from: UTOnslaughtPowernode.ActiveNode
Modifiers: simulated
ActiveNode.BeginState[edit]
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]
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]
Overrides: UTGameObjective.RenderMinimap (global)
Called if bScriptRenderAdditionalMinimap=true
ActiveNode.Countdown[edit]
ActiveNode.DisableObjective[edit]
Overrides: UTOnslaughtPowernode.DisableObjective (global)
ActiveNode.DrawBeaconIcon[edit]
Overrides: UTOnslaughtNodeObjective.DrawBeaconIcon (global)
draws the icon for the HUD beacon