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UE3:UTOnslaughtNodeObjective instance functions (UT3)

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;Other member categories for this class::internal variables

Instance functions

AddActivatedObjective

function AddActivatedObjective (UTOnslaughtSpecialObjective O)


AddLink

function AddLink (UTOnslaughtNodeObjective Node)

adds a link between two nodes

BeamEnabled

simulated function bool BeamEnabled ()


BecameUnderAttack

simulated function BecameUnderAttack ()


BecomeActive

function BecomeActive ()


BroadcastAttackNotification

function BroadcastAttackNotification (Controller InstigatedBy)


CheckHealing

simulated function CheckHealing ()


CheckLink

function CheckLink (UTOnslaughtNodeObjective Node)

if this node is not already linked to the specified node, add a link to it

CheckTouching

singular function CheckTouching ()


CreateBeamMaterialInstance

simulated function bool CreateBeamMaterialInstance ()


DisableObjective

function DisableObjective (Controller InstigatedBy)


DrawBeaconIcon

simulated function DrawBeaconIcon (Canvas Canvas, Object.Vector IconLocation, float IconWidth, float IconAlpha, float BeaconPulseScale, UTPlayerController PlayerOwner)

draws the icon for the HUD beacon

FindNearestFriendlyNode

function UTGameObjective FindNearestFriendlyNode (int TeamIndex)

Overrides: UTGameObjective.FindNearestFriendlyNode

FindNearestFriendlyNode() returns nearby node at which team can spawn

FindNewHomeForFlag

function FindNewHomeForFlag ()

if a flag's homebase is linked to this node, find a new homebase for it

FindNewObjectives

function FindNewObjectives ()

calls FindNewObjectives() on the GameInfo; separated out for subclasses

FindNodeLinkIndex

simulated function int FindNodeLinkIndex (UTOnslaughtObjective Node)

if the given Node is in the LinkedNodes array, returns its index, otherwise INDEX_NONE

GetAutoObjectiveActor

function Actor GetAutoObjectiveActor (UTPlayerController PC)

Overrides: UTGameObjective.GetAutoObjectiveActor

(Description copied from UTGameObjective.GetAutoObjectiveActor)


Returns:

the actor that the given player should use to complete this objective

GetLocationMessageIndex

simulated function int GetLocationMessageIndex (UTBot B, Pawn StatusPawn)

Overrides: UTGameObjective.GetLocationMessageIndex


GetLocationSpeechFor

simulated function SoundNodeWave GetLocationSpeechFor (PlayerController PC, int LocationSpeechOffset, int MessageIndex)

Overrides: UTGameObjective.GetLocationSpeechFor


GetLocationStringFor

simulated function string GetLocationStringFor (PlayerReplicationInfo PRI)

Overrides: UTGameObjective.GetLocationStringFor


GetSpawnRating

function float GetSpawnRating (byte EnemyTeam)

Overrides: UTOnslaughtObjective.GetSpawnRating

(Description copied from UTOnslaughtObjective.GetSpawnRating)


Returns:

Rating of this core for automatic spawn point selection (lower is better)

HasHealthBar

simulated function bool HasHealthBar ()


HasUsefulVehicles

function bool HasUsefulVehicles (Controller Asker)

Overrides: UTOnslaughtObjective.HasUsefulVehicles


HealDamage

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

Overrides: Actor.HealDamage

(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

InitCloseActors

function InitCloseActors ()

Overrides: UTOnslaughtObjective.InitCloseActors


InitLinks

function InitLinks ()


IsStandalone

simulated function bool IsStandalone ()

Overrides: UTGameObjective.IsStandalone


KillEnemyFirst

function bool KillEnemyFirst (UTBot B)


LinkedTo

simulated function bool LinkedTo (UTOnslaughtNodeObjective PC)


LinkedToCoreConstructingFor

function bool LinkedToCoreConstructingFor (byte Team)

Overrides: UTOnslaughtObjective.LinkedToCoreConstructingFor


NearObjective

function bool NearObjective (Pawn P)

Overrides: UTGameObjective.NearObjective


NotifyLocalPlayerTeamReceived

simulated function NotifyLocalPlayerTeamReceived ()

Overrides: Actor.NotifyLocalPlayerTeamReceived


OnToggle

function OnToggle (SeqAct_Toggle inAction)

Overrides: NavigationPoint.OnToggle

Toggle the blocked state of a navigation point.

PostRenderShowHealth

simulated function bool PostRenderShowHealth ()


PoweredBy

simulated function bool PoweredBy (byte Team)

Overrides: UTOnslaughtObjective.PoweredBy


RateCore

function float RateCore ()


RemoveLink

function RemoveLink (UTOnslaughtNodeObjective Node)

removes a link between two nodes

RenderExtraDetails

simulated function RenderExtraDetails (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent, bool bSelected)

Overrides: UTGameObjective.RenderExtraDetails

Called if rendering full size map

ScaleDamage

simulated function ScaleDamage (out int Damage, Controller InstigatedBy, class<DamageTypeDamageType)

applies any scaling factors to damage we're about to take

ScoreDamage

function ScoreDamage (UTOnslaughtPRI AttackerPRI, float Damage)


SendChangedEvent

function SendChangedEvent (Controller EventInstigator)

notify any Kismet events connected to this node that our state has changed

SetAmbientSound

simulated function SetAmbientSound (SoundCue NewAmbientSound)


SetCoreDistance

function SetCoreDistance (byte TeamNum, int Hops)

SetCoreDistance() determine how many hops each node is from powercore N in hops

SetPrimeCore

function SetPrimeCore (UTOnslaughtPowerCore P)


Sever

function Sever ()


SeveredDamage

function SeveredDamage ()


Shootable

function bool Shootable ()

Overrides: UTGameObjective.Shootable


TarydiumBoost

function TarydiumBoost (float Quantity)

Overrides: UTOnslaughtObjective.TarydiumBoost


TeleportRating

function float TeleportRating (Controller Asker, byte AskerTeam, byte SourceDist)


TeleportTo

function bool TeleportTo (UTPawn Traveler)

Overrides: UTGameObjective.TeleportTo

Will attempt to teleport a pawn to this objective

TellBotHowToDisable

function bool TellBotHowToDisable (UTBot B)

Overrides: UTGameObjective.TellBotHowToDisable


UpdateAttackEffect

simulated function UpdateAttackEffect ()

called on a timer to update the under attack effect, if necessary

UpdateCloseActors

function UpdateCloseActors ()

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

UpdateEffects

simulated function UpdateEffects (bool bPropagate)

Overrides: UTOnslaughtObjective.UpdateEffects


UpdateLinks

function UpdateLinks ()


UpdateShield

simulated function UpdateShield (bool bPoweredByEnemy)