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UE3:UTOnslaughtNodeObjective (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective |
Contents
- 1 Constants
- 2 Properties
- 3 Functions
- 4 States
- 4.1 ActiveNode
- 4.2 DisabledNode
- 4.3 NeutralNode
- 4.3.1 NeutralNode.BeginState
- 4.3.2 NeutralNode.EndState
- 4.3.3 NeutralNode.TakeDamage
- 4.3.4 NeutralNode.HealDamage
- 4.3.5 NeutralNode.LegitimateTargetOf
- 4.3.6 NeutralNode.Sever
- 4.3.7 NeutralNode.SeveredDamage
- 4.3.8 NeutralNode.Shootable
- 4.3.9 NeutralNode.TellBotHowToDisable
- 4.3.10 NeutralNode.UpdateShield
- 4.3.11 NeutralNode.ValidSpawnPointFor
- 4.4 ObjectiveDestroyed
- Package:
- UTGame
- Direct subclass:
- UTOnslaughtPanelNode
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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]
Overrides: UTGameObjective.RenderMyLinks
Events[edit]
IsActive[edit]
Overrides: UTOnslaughtObjective.IsActive
PostBeginPlay[edit]
Overrides: UTGameObjective.PostBeginPlay
PostRenderFor[edit]
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]
Overrides: UTGameObjective.ReplicatedEvent
Reset[edit]
Overrides: UTGameObjective.Reset
SetInitialState[edit]
Overrides: Actor.SetInitialState
TakeDamage[edit]
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]
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]
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]
Overrides: BeamEnabled (global)
ActiveNode.HasActiveDefenseSystem[edit]
Overrides: UTOnslaughtObjective.HasActiveDefenseSystem (global)
ActiveNode.HasHealthBar[edit]
Overrides: HasHealthBar (global)
ActiveNode.LegitimateTargetOf[edit]
Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)
ActiveNode.UpdateCloseActors[edit]
Overrides: UpdateCloseActors (global)
notify actors associated with this node that it has been destroyed/disabled
DisabledNode[edit]
Modifiers: simulated
DisabledNode.BeginState[edit]
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]
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]
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]
Overrides: Sever (global)
DisabledNode.SeveredDamage[edit]
Overrides: SeveredDamage (global)
DisabledNode.UpdateShield[edit]
Overrides: UpdateShield (global)
NeutralNode[edit]
Modifiers: simulated
NeutralNode.BeginState[edit]
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]
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]
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]
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]
Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)
NeutralNode.Sever[edit]
Overrides: Sever (global)
NeutralNode.SeveredDamage[edit]
Overrides: SeveredDamage (global)
NeutralNode.Shootable[edit]
Overrides: Shootable (global)
NeutralNode.TellBotHowToDisable[edit]
Overrides: TellBotHowToDisable (global)
NeutralNode.UpdateShield[edit]
Overrides: UpdateShield (global)
NeutralNode.ValidSpawnPointFor[edit]
Overrides: UTGameObjective.ValidSpawnPointFor (global)
ObjectiveDestroyed[edit]
Modifiers: simulated
ObjectiveDestroyed.BeginState[edit]
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]
Overrides: UTOnslaughtObjective.IsCurrentlyDestroyed (global)
ObjectiveDestroyed.TakeDamage[edit]
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]
Overrides: Actor.Timer (global)
ObjectiveDestroyed.SeveredDamage[edit]
Overrides: SeveredDamage (global)
ObjectiveDestroyed.UpdateShield[edit]
Overrides: UpdateShield (global)