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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
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
Overrides: UTGameObjective.RenderMyLinks
Events
IsActive
Overrides: UTOnslaughtObjective.IsActive
PostBeginPlay
Overrides: UTGameObjective.PostBeginPlay
PostRenderFor
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
Overrides: UTGameObjective.ReplicatedEvent
Reset
Overrides: UTGameObjective.Reset
SetInitialState
Overrides: Actor.SetInitialState
TakeDamage
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
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
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
Overrides: BeamEnabled (global)
ActiveNode.HasActiveDefenseSystem
Overrides: UTOnslaughtObjective.HasActiveDefenseSystem (global)
ActiveNode.HasHealthBar
Overrides: HasHealthBar (global)
ActiveNode.LegitimateTargetOf
Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)
ActiveNode.UpdateCloseActors
Overrides: UpdateCloseActors (global)
notify actors associated with this node that it has been destroyed/disabled
DisabledNode
Modifiers: simulated
DisabledNode.BeginState
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
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
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
Overrides: Sever (global)
DisabledNode.SeveredDamage
Overrides: SeveredDamage (global)
DisabledNode.UpdateShield
Overrides: UpdateShield (global)
NeutralNode
Modifiers: simulated
NeutralNode.BeginState
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
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
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
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
Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)
NeutralNode.Sever
Overrides: Sever (global)
NeutralNode.SeveredDamage
Overrides: SeveredDamage (global)
NeutralNode.Shootable
Overrides: Shootable (global)
NeutralNode.TellBotHowToDisable
Overrides: TellBotHowToDisable (global)
NeutralNode.UpdateShield
Overrides: UpdateShield (global)
NeutralNode.ValidSpawnPointFor
Overrides: UTGameObjective.ValidSpawnPointFor (global)
ObjectiveDestroyed
Modifiers: simulated
ObjectiveDestroyed.BeginState
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
Overrides: UTOnslaughtObjective.IsCurrentlyDestroyed (global)
ObjectiveDestroyed.TakeDamage
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
Overrides: Actor.Timer (global)
ObjectiveDestroyed.SeveredDamage
Overrides: SeveredDamage (global)
ObjectiveDestroyed.UpdateShield
Overrides: UpdateShield (global)