Gah - a solution with more questions. – EntropicLqd

UE3:UTOnslaughtNodeObjective internal variables (UT3)

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;Other member categories for this class::instance functions

Internal variables[edit]

ActivatedObjectives[edit]

Type: array<UTOnslaughtSpecialObjective>


ActivationMessageIndex[edit]

Type: int


Default value: 2

ActiveSound[edit]

Type: SoundCue


AmbientSoundComponent[edit]

Type: AudioComponent


Default value: AudioComponent'AmbientComponent'

AttackEffectCurve[edit]

Type: Object.InterpCurveFloat

utility - for determining transitions to being severed

Default value:

Member Value
Points
Member Value
OutVal 1.0
Member Value
InVal 0.4
OutVal 5.0
Member Value
InVal 1.0
OutVal 1.0

AttackingEnemyPrimeSpeech[edit]

Type: array<SoundNodeWave>


AttackingPrimeSpeech[edit]

Type: array<SoundNodeWave>


bDrawBeaconIcon[edit]

Type: bool

whether to render icon on HUD beacon (using DrawBeaconIcon())

bDualPrimeCore[edit]

Type: bool

set if adjacent to both cores

BeamColor[edit]

Type: Object.LinearColor

Array size: 3


Default value, index 0:

Member Value
A 1.0
B 0.7
G 0.7
R 1.5

Default value, index 1:

Member Value
A 1.0
B 4.0
G 0.7
R 0.2

Default value, index 2:

Member Value
A 1.0
B 1.0
G 1.0
R 0.75

BeamMaterialInstance[edit]

Type: MaterialInstanceTimeVarying

Modifiers: protected


BetweenLocationJoin[edit]

Type: string

Modifiers: localized

localized string parts for creating location descriptions

Default value: " and "

BetweenLocationPostFix[edit]

Type: string

Modifiers: localized

localized string parts for creating location descriptions

BetweenLocationPrefix[edit]

Type: string

Modifiers: localized

localized string parts for creating location descriptions

Default value: "Between "

bIsPrimeNode[edit]

Type: bool

if set, is prime node

bIsTeleportDestination[edit]

Type: bool

True if node has associated Playerstarts

bSevered[edit]

Type: bool

Modifiers: repnotify


bStandalone[edit]

Type: bool

if set, this node can exist and be captured without being linked

bWasSevered[edit]

Type: bool

true if active node is severed from its power network

CapturedEnemyPrimeSpeech[edit]

Type: array<SoundNodeWave>


CapturedPrimeSpeech[edit]

Type: array<SoundNodeWave>


ConstructedEvent[edit]

Type: string

Array size: 2


Default value, index 0: "red_powercore_constructed"

Default value, index 1: "blue_powercore_constructed"

ConstructedSound[edit]

Type: SoundCue


ConstructionTime[edit]

Type: float


Default value: 30.0

ConstructionTimeElapsed[edit]

Type: float


Constructor[edit]

Type: Controller


DestroyedEvent[edit]

Type: string

Array size: 4


Default value, index 0: "red_powercore_destroyed"

Default value, index 1: "blue_powercore_destroyed"

Default value, index 2: "red_constructing_powercore_destroyed"

Default value, index 3: "blue_constructing_powercore_destroyed"

DestroyedSound[edit]

Type: SoundCue


DestroyedStinger[edit]

Type: int

Stinger to play for the killer when this objective is destroyed

Default value: 6

DestructionMessageIndex[edit]

Type: int

base switch for UTOnslaughtMessage

Default value: 14

Enhancements[edit]

Type: array<UTOnslaughtNodeEnhancement>


FlagBase[edit]

Type: UTOnslaughtFlagBase


GodBeamAttackParameterName[edit]

Type: name

material parameter for god beam under attack effect

Default value: 'GodBeamAttack'

HeadingEnemyPrimeSpeech[edit]

Type: array<SoundNodeWave>


HeadingPrimeSpeech[edit]

Type: array<SoundNodeWave>


HealedSound[edit]

Type: SoundCue


HealEffect[edit]

Type: UTOnslaughtNodeHealEffectBase

emitter spawned when we're being healed

HealEffectClasses[edit]

Type: class<UTOnslaughtNodeHealEffectBase>

Array size: 2

the class of that emitter to use

HealingSound[edit]

Type: SoundCue


HealingTime[edit]

Type: float


LastHealedBy[edit]

Type: Controller

player who touched me to start construction

LinkedNodes[edit]

Type: UTOnslaughtNodeObjective

Array size: 8 (MAXNUMLINKS)

Modifiers: repnotify


LinkLineTexture[edit]

Type: Texture2D


Default value: Texture2D'UI_HUD.HUD.T_UI_HUD_WARNodeLine'

MinPlayerCount[edit]

Type: int

if > 0, minimum number of players before this node is enabled (checked only when match begins, not during play)

NodeBeamEffect[edit]

Type: StaticMeshComponent


NodeNum[edit]

Type: int


NodeState[edit]

Type: name

Modifiers: repnotify


NodeTeleporters[edit]

Type: array<UTOnslaughtNodeTeleporter>

node teleporters controlled by this node

NumLinks[edit]

Type: byte

Modifiers: repnotify


OutsideLocationPostfix[edit]

Type: string

Modifiers: localized

localized string parts for creating location descriptions

OutsideLocationPrefix[edit]

Type: string

Modifiers: localized

localized string parts for creating location descriptions

Default value: "Outside "

PrimeCore[edit]

Type: UTOnslaughtPowerCore

set if prime node (adjacent to power core) and bNeverCalledPrimeNode is false

SeveredDamagePerSecond[edit]

Type: float


Default value: 100.0

ShieldDamageCounter[edit]

Type: int


ShieldedEffect[edit]

Type: ParticleSystemComponent

Modifiers: transient


ShieldHitSound[edit]

Type: SoundCue

wake up call to fools shooting invalid target :)

StartConstructionSound[edit]

Type: SoundCue


StartingOwnerCore[edit]

Type: UTOnslaughtPowerCore

if specified, the team that owns this PowerCore starts the game with this node in their control