I love the smell of UnrealEd crashing in the morning. – tarquin

UE3:UTOnslaughtCountdownNode (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 09:11, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Package: 
UTGameContent

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

Properties

Property group 'Announcements'

BuiltAnnouncements

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 "Rot kontrolliert den Countdown-Knoten!"

Default value, index 1:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_BlueControlsTheCountdownNode'
AnnouncementText "Blau kontrolliert den Countdown-Knoten!"

DestroyedAnnouncements

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-Knoten zerstört"

HalfTimeAnnouncements

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

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 "Roter Countdown-Knoten ist abgeschlossen!"

Default value, index 1:

Member Value
AnnouncementText "Blauer Countdown-Knoten abgeschlossen!"

TenSecondsLeftAnnouncements

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'

bDamagesCore

Type: bool

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

CountdownTime

Type: byte

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

Default value: 60

Internal variables

RemainingTime

Type: byte

how much longer controlling team needs to hold the node

Default values

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

Subobjects

AmbientComponent

Class: Engine.AudioComponent

Inherits from: UTOnslaughtPowernode_Content.AmbientComponent

No new values.

AmbientEffectComponent

Class: UTGame.UTParticleSystemComponent

Inherits from: UTOnslaughtPowernode_Content.AmbientEffectComponent

No new values.

Arrow

Class: Engine.ArrowComponent

Inherits from: UTOnslaughtPowernode_Content.Arrow

No new values.

CaptureSystem

Class: Engine.ParticleSystemComponent

Inherits from: UTOnslaughtPowernode_Content.CaptureSystem

No new values.

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtPowernode_Content.CollisionCylinder

No new values.

CollisionCylinder2

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtPowernode_Content.CollisionCylinder2

No new values.

InvulnerableSystem

Class: Engine.ParticleSystemComponent

Inherits from: UTOnslaughtPowernode_Content.InvulnerableSystem

No new values.

LinkRenderer

Class: UTGame.LinkRenderingComponent

Inherits from: UTOnslaughtPowernode_Content.LinkRenderer

No new values.

NecrisCaptureComp

Class: UTGame.UTParticleSystemComponent

Inherits from: UTOnslaughtPowernode_Content.NecrisCaptureComp

No new values.

NecrisCapturePipesLargeComp

Class: Engine.StaticMeshComponent

Inherits from: UTOnslaughtPowernode_Content.NecrisCapturePipesLargeComp

No new values.

NecrisCapturePipesSmallComp

Class: Engine.StaticMeshComponent

Inherits from: UTOnslaughtPowernode_Content.NecrisCapturePipesSmallComp

No new values.

NecrisGoodPuddleComp

Class: UTGame.UTParticleSystemComponent

Inherits from: UTOnslaughtPowernode_Content.NecrisGoodPuddleComp

No new values.

OrbNearbySoundComponent

Class: Engine.AudioComponent

Inherits from: UTOnslaughtPowernode_Content.OrbNearbySoundComponent

No new values.

ParticleSystemComponent1

Class: Engine.ParticleSystemComponent

Inherits from: UTOnslaughtPowernode_Content.ParticleSystemComponent1

No new values.

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: UTOnslaughtPowernode_Content.PathRenderer

No new values.

PowerNodeLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTOnslaughtPowernode_Content.PowerNodeLightEnvironment

No new values.

SkeletalMeshComponent1

Class: Engine.SkeletalMeshComponent

Inherits from: UTOnslaughtPowernode_Content.SkeletalMeshComponent1

No new values.

StaticMeshComponent0

Class: Engine.StaticMeshComponent

Inherits from: UTOnslaughtPowernode_Content.StaticMeshComponent0

No new values.

StaticMeshComponent9

Class: Engine.StaticMeshComponent

Inherits from: UTOnslaughtPowernode_Content.StaticMeshComponent9

No new values.

StaticMeshSpinner

Class: Engine.StaticMeshComponent

Inherits from: UTOnslaughtPowernode_Content.StaticMeshSpinner

No new values.

Events

PreBeginPlay

simulated event PreBeginPlay ()

Overrides: UTOnslaughtPowernode_Content.PreBeginPlay


States

ActiveNode

Inherits from: UTOnslaughtPowernode.ActiveNode

Modifiers: simulated

ActiveNode.BeginState

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

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

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

Overrides: UTGameObjective.RenderMinimap (global)

Called if bScriptRenderAdditionalMinimap=true

ActiveNode.Countdown

function Countdown ()


ActiveNode.DisableObjective

function DisableObjective (Controller InstigatedBy)

Overrides: UTOnslaughtPowernode.DisableObjective (global)


ActiveNode.DrawBeaconIcon

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