I'm a doctor, not a mechanic

UE3:UTOnslaughtNodeObjective (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective

Contents

Package: 
UTGame
Direct subclass:
UTOnslaughtPanelNode

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

Constants[edit]

MAXNUMLINKS[edit]

Value: 8


Properties[edit]

Property group 'Announcements'[edit]

bNeverCalledPrimeNode[edit]

Type: bool

if set, never override this node's name with "prime node"

Property group 'UTOnslaughtNodeObjective'[edit]

bFullScreenNameAboveIcon[edit]

Type: bool


StandaloneSpawnPriority[edit]

Type: byte

spawn priority for standalone nodes - lower is better, 255 = autogenerate (FinalCoreDistance is set to this)

Default value: 255

Property group 'VoiceMessage'[edit]

AttackingLocationSpeech[edit]

Type: array<SoundNodeWave>


CapturedLocationSpeech[edit]

Type: array<SoundNodeWave>


Internal variables[edit]

See UTOnslaughtNodeObjective internal variables.

Default values[edit]

Property Value
BadSprite None
bAlwaysRelevant True
bBlockActors True
bBlocksTeleport True
bCanWalkOnToReach True
bCollideActors True
bCollideWorld True
bDestinationOnly True
bHasSensor True
bIgnoreEncroachers True
bNotBased True
bPathColliding True
bProjTarget True
Components[0] ArrowComponent'Arrow'
Components[1] CylinderComponent'CollisionCylinder'
Components[2] PathRenderingComponent'PathRenderer'
Components[3] LinkRenderingComponent'LinkRenderer'
Components[4] AudioComponent'AmbientComponent'
DamageCapacity 4500.0
DefensePriority 2
FinalCoreDistance[0] 255
FinalCoreDistance[1] 255
GoodSprite None
MaxBeaconDistance 4000.0
RemoteRole ROLE_SimulatedProxy
Score 6
SupportedEvents[4] Class'UTGame.UTSeqEvent_OnslaughtNodeEvent'

Subobjects[edit]

AmbientComponent[edit]

Class: Engine.AudioComponent

Property Value
bShouldRemainActiveIfDropped True
bStopWhenOwnerDestroyed True

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: UTOnslaughtObjective.Arrow

No new values.

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtObjective.CollisionCylinder

Property Value
CollisionHeight 150.0
CollisionRadius 120.0

LinkRenderer[edit]

Class: UTGame.LinkRenderingComponent

No new values.

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: UTOnslaughtObjective.PathRenderer

No new values.

Functions[edit]

Native functions[edit]

RenderMyLinks[edit]

simulated native function RenderMyLinks (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent)

Overrides: UTGameObjective.RenderMyLinks


Events[edit]

IsActive[edit]

simulated event bool IsActive ()

Overrides: UTOnslaughtObjective.IsActive


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTGameObjective.PostBeginPlay


PostRenderFor[edit]

simulated event PostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.PostRenderFor

PostRenderFor() Hook to allow objectives to render HUD overlays for themselves. Called only if objective was rendered this tick. Assumes that appropriate font has already been set

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTGameObjective.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: UTGameObjective.Reset


SetInitialState[edit]

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


TakeDamage[edit]

event TakeDamage (int Damage, Controller InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Actor.TakeDamage

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • Damage - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

Other instance functions[edit]

See UTOnslaughtNodeObjective instance functions.

States[edit]

ActiveNode[edit]

Modifiers: simulated

ActiveNode.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

ActiveNode.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

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.BeamEnabled[edit]

simulated function bool BeamEnabled ()

Overrides: BeamEnabled (global)


ActiveNode.HasActiveDefenseSystem[edit]

function bool HasActiveDefenseSystem ()

Overrides: UTOnslaughtObjective.HasActiveDefenseSystem (global)


ActiveNode.HasHealthBar[edit]

simulated function bool HasHealthBar ()

Overrides: HasHealthBar (global)


ActiveNode.LegitimateTargetOf[edit]

function bool LegitimateTargetOf (UTBot B)

Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)


ActiveNode.UpdateCloseActors[edit]

function UpdateCloseActors ()

Overrides: UpdateCloseActors (global)

notify actors associated with this node that it has been destroyed/disabled

DisabledNode[edit]

Modifiers: simulated

DisabledNode.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

DisabledNode.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

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.

DisabledNode.TakeDamage[edit]

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: TakeDamage (global)

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • Damage - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

DisabledNode.Sever[edit]

function Sever ()

Overrides: Sever (global)


DisabledNode.SeveredDamage[edit]

function SeveredDamage ()

Overrides: SeveredDamage (global)


DisabledNode.UpdateShield[edit]

simulated function UpdateShield (bool bPoweredByEnemy)

Overrides: UpdateShield (global)


NeutralNode[edit]

Modifiers: simulated

NeutralNode.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

NeutralNode.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

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.

NeutralNode.TakeDamage[edit]

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: TakeDamage (global)

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • Damage - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

NeutralNode.HealDamage[edit]

function bool HealDamage (int Amount, Controller Healer, class<DamageTypeDamageType)

Overrides: HealDamage (global)

(Description copied from Actor.HealDamage)
the reverse of TakeDamage(); heals the specified amount

Parameters:

  • Amount - The amount of damage to heal
  • Healer - Who is doing the healing
  • DamageType - What type of healing is it

NeutralNode.LegitimateTargetOf[edit]

function bool LegitimateTargetOf (UTBot B)

Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)


NeutralNode.Sever[edit]

function Sever ()

Overrides: Sever (global)


NeutralNode.SeveredDamage[edit]

function SeveredDamage ()

Overrides: SeveredDamage (global)


NeutralNode.Shootable[edit]

function bool Shootable ()

Overrides: Shootable (global)


NeutralNode.TellBotHowToDisable[edit]

function bool TellBotHowToDisable (UTBot B)

Overrides: TellBotHowToDisable (global)


NeutralNode.UpdateShield[edit]

simulated function UpdateShield (bool bPoweredByEnemy)

Overrides: UpdateShield (global)


NeutralNode.ValidSpawnPointFor[edit]

function bool ValidSpawnPointFor (byte TeamIndex)

Overrides: UTGameObjective.ValidSpawnPointFor (global)


ObjectiveDestroyed[edit]

Modifiers: simulated

ObjectiveDestroyed.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

ObjectiveDestroyed.IsCurrentlyDestroyed[edit]

simulated event bool IsCurrentlyDestroyed ()

Overrides: UTOnslaughtObjective.IsCurrentlyDestroyed (global)


ObjectiveDestroyed.TakeDamage[edit]

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: TakeDamage (global)

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • Damage - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

ObjectiveDestroyed.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


ObjectiveDestroyed.SeveredDamage[edit]

function SeveredDamage ()

Overrides: SeveredDamage (global)


ObjectiveDestroyed.UpdateShield[edit]

simulated function UpdateShield (bool bPoweredByEnemy)

Overrides: UpdateShield (global)