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UE3:UTOnslaughtFlagBase (UT3)

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UT3 Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtNodeEnhancement >> UTOnslaughtFlagBase
Package: 
UTGame
Direct subclass:
UTOnslaughtFlagBase_Content

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

event Bump (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitNormal)

Overrides: Actor.Bump


GetBestViewTarget

event Actor GetBestViewTarget ()

Overrides: UTGameObjective.GetBestViewTarget

Returns the actual viewtarget for this actor. Should be subclassed

OnAnimEnd

simulated event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)

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

simulated event PostBeginPlay ()

Overrides: UTGameObjective.PostBeginPlay


PostInitAnimTree

simulated event PostInitAnimTree (SkeletalMeshComponent SkelComp)

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

simulated event PreBeginPlay ()

Overrides: UTOnslaughtNodeEnhancement.PreBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTOnslaughtNodeEnhancement.ReplicatedEvent


Other instance functions

ActivateEmitter

simulated function ActivateEmitter ()


BuildOrb

simulated function BuildOrb ()


DisableOrbs

function DisableOrbs ()

Disable this orb spawner

GetFlag

function UTCarriedObject GetFlag ()

Overrides: UTGameObjective.GetFlag

returns the UTCarriedObject (if any) associated with this objective

HideOrb

simulated function HideOrb ()


ObjectiveChanged

function ObjectiveChanged ()

Overrides: UTGameObjective.ObjectiveChanged

Handle flag events.

OrbHomeStatusChanged

simulated function OrbHomeStatusChanged ()

called by the orb on its homebase when it leaves/returns (remote clients only)

SetControllingNode

function SetControllingNode (UTOnslaughtNodeObjective NewControllingNode)

Overrides: UTOnslaughtNodeEnhancement.SetControllingNode


SetEnabled

function SetEnabled (bool bNewEnabled)

called to tell us if we should be enabled in the current link setup

SetOrbScale

simulated function SetOrbScale (float Scaling)


ShowFlag

simulated function ShowFlag ()


SpawnFlag

function SpawnFlag ()

spawn a flag if we're a core flag base and enabled

UpdateAnimation

simulated function UpdateAnimation ()

updates animation to match orb status

UpdateTeamEffects

simulated function UpdateTeamEffects ()

Overrides: UTOnslaughtNodeEnhancement.UpdateTeamEffects