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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
AnimPlayer
Type: UTAnimNodeSequence
main animation node on our Mesh so we can keep track of what animation was playing
BallEffect
Type: ParticleSystemComponent
BallMaterials
Type: Material
Array size: 3
BaseMaterials
Type: Material
Array size: 3
bEnabled
Type: bool
Modifiers: protected
whether this flag base is used in the current link setup
bPlayOrbBuilding
Type: bool
Modifiers: repnotify
when this changes, the flag was returned, so play returned effects
CreateSound
Type: SoundCue
FlagClass
Type: class<UTOnslaughtFlag>
Mesh
Type: SkeletalMeshComponent
myFlag
Type: UTOnslaughtFlag
OrbScaleControl
Type: SkelControlSingleBone
skel control used to scale the orb when it should/shouldn't be visible
TeamEmitters
Type: ParticleSystem
Array size: 3
Subobjects
Arrow
Class: Engine.ArrowComponent
Inherits from: UTOnslaughtNodeEnhancement.Arrow
No new values.
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTOnslaughtNodeEnhancement.CollisionCylinder
No new values.
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: UTOnslaughtNodeEnhancement.PathRenderer
No new values.
Sprite
Class: Engine.SpriteComponent
Inherits from: UTOnslaughtNodeEnhancement.Sprite
No new values.
Sprite2
Class: Engine.SpriteComponent
Inherits from: UTOnslaughtNodeEnhancement.Sprite2
No new values.
Functions
Events
Bump
Overrides: Actor.Bump
GetBestViewTarget
Overrides: UTGameObjective.GetBestViewTarget
Returns the actual viewtarget for this actor. Should be subclassed
OnAnimEnd
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
Overrides: UTGameObjective.PostBeginPlay
PostInitAnimTree
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
Overrides: UTOnslaughtNodeEnhancement.PreBeginPlay
ReplicatedEvent
Overrides: UTOnslaughtNodeEnhancement.ReplicatedEvent
Other instance functions
ActivateEmitter
BuildOrb
DisableOrbs
Disable this orb spawner
GetFlag
Overrides: UTGameObjective.GetFlag
returns the UTCarriedObject (if any) associated with this objective
HideOrb
ObjectiveChanged
Overrides: UTGameObjective.ObjectiveChanged
Handle flag events.
OrbHomeStatusChanged
called by the orb on its homebase when it leaves/returns (remote clients only)
SetControllingNode
Overrides: UTOnslaughtNodeEnhancement.SetControllingNode
SetEnabled
called to tell us if we should be enabled in the current link setup
SetOrbScale
ShowFlag
SpawnFlag
spawn a flag if we're a core flag base and enabled
UpdateAnimation
updates animation to match orb status
UpdateTeamEffects
Overrides: UTOnslaughtNodeEnhancement.UpdateTeamEffects