I love the smell of UnrealEd crashing in the morning. – tarquin
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
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
Overrides: UTOnslaughtPowernode_Content.PreBeginPlay
States
ActiveNode
Inherits from: UTOnslaughtPowernode.ActiveNode
Modifiers: simulated
ActiveNode.BeginState
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
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
Overrides: UTGameObjective.RenderMinimap (global)
Called if bScriptRenderAdditionalMinimap=true
ActiveNode.Countdown
ActiveNode.DisableObjective
Overrides: UTOnslaughtPowernode.DisableObjective (global)
ActiveNode.DrawBeaconIcon
Overrides: UTOnslaughtNodeObjective.DrawBeaconIcon (global)
draws the icon for the HUD beacon