Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTOnslaughtFlagBase (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtNodeEnhancement >> UTOnslaughtFlagBase |
- Package:
- UTGame
- Direct subclass:
- UTOnslaughtFlagBase_Content
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UTOnslaughtFlagBase.
Onslaught levels may have a UTOnslaughtFlagBase placed near each powercore that will spawn the orb (UTOnslaughtFlag) They may also have additional flag bases placed near nodes that the orb will return to instead if it is closer
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
AnimPlayer[edit]
Type: UTAnimNodeSequence
main animation node on our Mesh so we can keep track of what animation was playing
BallEffect[edit]
Type: ParticleSystemComponent
BallMaterials[edit]
Type: Material
Array size: 3
BaseMaterials[edit]
Type: Material
Array size: 3
bEnabled[edit]
Type: bool
Modifiers: protected
whether this flag base is used in the current link setup
bPlayOrbBuilding[edit]
Type: bool
Modifiers: repnotify
when this changes, the flag was returned, so play returned effects
CreateSound[edit]
Type: SoundCue
FlagClass[edit]
Type: class<UTOnslaughtFlag>
Mesh[edit]
Type: SkeletalMeshComponent
myFlag[edit]
Type: UTOnslaughtFlag
OrbScaleControl[edit]
Type: SkelControlSingleBone
skel control used to scale the orb when it should/shouldn't be visible
TeamEmitters[edit]
Type: ParticleSystem
Array size: 3
Subobjects[edit]
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: UTOnslaughtNodeEnhancement.Arrow
No new values.
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTOnslaughtNodeEnhancement.CollisionCylinder
No new values.
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: UTOnslaughtNodeEnhancement.PathRenderer
No new values.
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: UTOnslaughtNodeEnhancement.Sprite
No new values.
Sprite2[edit]
Class: Engine.SpriteComponent
Inherits from: UTOnslaughtNodeEnhancement.Sprite2
No new values.
Functions[edit]
Events[edit]
Bump[edit]
Overrides: Actor.Bump
GetBestViewTarget[edit]
Overrides: UTGameObjective.GetBestViewTarget
Returns the actual viewtarget for this actor. Should be subclassed
OnAnimEnd[edit]
Overrides: Actor.OnAnimEnd
(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
Parameters:
- SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
- PlayedTime - Time played on this animation. (play rate independant).
- ExcessTime - how much time overlapped beyond end of animation. (play rate independant).
PostBeginPlay[edit]
Overrides: UTGameObjective.PostBeginPlay
PostInitAnimTree[edit]
Overrides: Actor.PostInitAnimTree
called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner this is a good place to cache references to skeletal controllers, etc that the Actor modifies
PreBeginPlay[edit]
Overrides: UTOnslaughtNodeEnhancement.PreBeginPlay
ReplicatedEvent[edit]
Overrides: UTOnslaughtNodeEnhancement.ReplicatedEvent
Other instance functions[edit]
ActivateEmitter[edit]
BuildOrb[edit]
DisableOrbs[edit]
Disable this orb spawner
GetFlag[edit]
Overrides: UTGameObjective.GetFlag
returns the UTCarriedObject (if any) associated with this objective
HideOrb[edit]
ObjectiveChanged[edit]
Overrides: UTGameObjective.ObjectiveChanged
Handle flag events.
OrbHomeStatusChanged[edit]
called by the orb on its homebase when it leaves/returns (remote clients only)
SetControllingNode[edit]
Overrides: UTOnslaughtNodeEnhancement.SetControllingNode
SetEnabled[edit]
called to tell us if we should be enabled in the current link setup
SetOrbScale[edit]
ShowFlag[edit]
SpawnFlag[edit]
spawn a flag if we're a core flag base and enabled
UpdateAnimation[edit]
updates animation to match orb status
UpdateTeamEffects[edit]
Overrides: UTOnslaughtNodeEnhancement.UpdateTeamEffects