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UE3:UTOnslaughtNodeObjective (UT3)

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UT3 Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective

Contents

Package: 
UTGame
Direct subclass:
UTOnslaughtPanelNode

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

Constants

MAXNUMLINKS

Value: 8


Properties

Property group 'Announcements'

bNeverCalledPrimeNode

Type: bool

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

Property group 'UTOnslaughtNodeObjective'

bFullScreenNameAboveIcon

Type: bool


StandaloneSpawnPriority

Type: byte

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

Default value: 255

Property group 'VoiceMessage'

AttackingLocationSpeech

Type: array<SoundNodeWave>


CapturedLocationSpeech

Type: array<SoundNodeWave>


Internal variables

See UTOnslaughtNodeObjective internal variables.

Default values

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

AmbientComponent

Class: Engine.AudioComponent

Property Value
bShouldRemainActiveIfDropped True
bStopWhenOwnerDestroyed True

Arrow

Class: Engine.ArrowComponent

Inherits from: UTOnslaughtObjective.Arrow

No new values.

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtObjective.CollisionCylinder

Property Value
CollisionHeight 150.0
CollisionRadius 120.0

LinkRenderer

Class: UTGame.LinkRenderingComponent

No new values.

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: UTOnslaughtObjective.PathRenderer

No new values.

Functions

Native functions

RenderMyLinks

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

Overrides: UTGameObjective.RenderMyLinks


Events

IsActive

simulated event bool IsActive ()

Overrides: UTOnslaughtObjective.IsActive


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTGameObjective.PostBeginPlay


PostRenderFor

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

simulated event ReplicatedEvent (name VarName)

Overrides: UTGameObjective.ReplicatedEvent


Reset

event Reset ()

Overrides: UTGameObjective.Reset


SetInitialState

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


TakeDamage

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

See UTOnslaughtNodeObjective instance functions.

States

ActiveNode

Modifiers: simulated

ActiveNode.BeginState

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

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

simulated function bool BeamEnabled ()

Overrides: BeamEnabled (global)


ActiveNode.HasActiveDefenseSystem

function bool HasActiveDefenseSystem ()

Overrides: UTOnslaughtObjective.HasActiveDefenseSystem (global)


ActiveNode.HasHealthBar

simulated function bool HasHealthBar ()

Overrides: HasHealthBar (global)


ActiveNode.LegitimateTargetOf

function bool LegitimateTargetOf (UTBot B)

Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)


ActiveNode.UpdateCloseActors

function UpdateCloseActors ()

Overrides: UpdateCloseActors (global)

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

DisabledNode

Modifiers: simulated

DisabledNode.BeginState

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

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

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

function Sever ()

Overrides: Sever (global)


DisabledNode.SeveredDamage

function SeveredDamage ()

Overrides: SeveredDamage (global)


DisabledNode.UpdateShield

simulated function UpdateShield (bool bPoweredByEnemy)

Overrides: UpdateShield (global)


NeutralNode

Modifiers: simulated

NeutralNode.BeginState

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

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

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

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

function bool LegitimateTargetOf (UTBot B)

Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)


NeutralNode.Sever

function Sever ()

Overrides: Sever (global)


NeutralNode.SeveredDamage

function SeveredDamage ()

Overrides: SeveredDamage (global)


NeutralNode.Shootable

function bool Shootable ()

Overrides: Shootable (global)


NeutralNode.TellBotHowToDisable

function bool TellBotHowToDisable (UTBot B)

Overrides: TellBotHowToDisable (global)


NeutralNode.UpdateShield

simulated function UpdateShield (bool bPoweredByEnemy)

Overrides: UpdateShield (global)


NeutralNode.ValidSpawnPointFor

function bool ValidSpawnPointFor (byte TeamIndex)

Overrides: UTGameObjective.ValidSpawnPointFor (global)


ObjectiveDestroyed

Modifiers: simulated

ObjectiveDestroyed.BeginState

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

simulated event bool IsCurrentlyDestroyed ()

Overrides: UTOnslaughtObjective.IsCurrentlyDestroyed (global)


ObjectiveDestroyed.TakeDamage

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

event Timer ()

Overrides: Actor.Timer (global)


ObjectiveDestroyed.SeveredDamage

function SeveredDamage ()

Overrides: SeveredDamage (global)


ObjectiveDestroyed.UpdateShield

simulated function UpdateShield (bool bPoweredByEnemy)

Overrides: UpdateShield (global)