My program doesn't have bugs. It just develops random features.

UE3:UTOnslaughtNodeObjective internal variables (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 08:40, 23 May 2008 by (Talk)

Jump to: navigation, search

;Other member categories for this class::instance functions

Internal variables

ActivatedObjectives

Type: array<UTOnslaughtSpecialObjective>


ActivationMessageIndex

Type: int


Default value: 2

ActiveSound

Type: SoundCue


AmbientSoundComponent

Type: AudioComponent


Default value: AudioComponent'AmbientComponent'

AttackEffectCurve

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

Type: array<SoundNodeWave>


AttackingPrimeSpeech

Type: array<SoundNodeWave>


bDrawBeaconIcon

Type: bool

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

bDualPrimeCore

Type: bool

set if adjacent to both cores

BeamColor

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

Type: MaterialInstanceTimeVarying

Modifiers: protected


BetweenLocationJoin

Type: string

Modifiers: localized

localized string parts for creating location descriptions

Default value: " and "

BetweenLocationPostFix

Type: string

Modifiers: localized

localized string parts for creating location descriptions

BetweenLocationPrefix

Type: string

Modifiers: localized

localized string parts for creating location descriptions

Default value: "Between "

bIsPrimeNode

Type: bool

if set, is prime node

bSevered

Type: bool

Modifiers: repnotify


bStandalone

Type: bool

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

bWasSevered

Type: bool

true if active node is severed from its power network

CapturedEnemyPrimeSpeech

Type: array<SoundNodeWave>


CapturedPrimeSpeech

Type: array<SoundNodeWave>


ConstructedEvent

Type: string

Array size: 2


Default value, index 0: "red_powercore_constructed"

Default value, index 1: "blue_powercore_constructed"

ConstructedSound

Type: SoundCue


ConstructionTime

Type: float


Default value: 30.0

ConstructionTimeElapsed

Type: float


Constructor

Type: Controller


DestroyedEvent

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

Type: SoundCue


DestroyedStinger

Type: int

Stinger to play for the killer when this objective is destroyed

Default value: 6

DestructionMessageIndex

Type: int

base switch for UTOnslaughtMessage

Default value: 14

Enhancements

Type: array<UTOnslaughtNodeEnhancement>


FlagBase

Type: UTOnslaughtFlagBase


GodBeamAttackParameterName

Type: name

material parameter for god beam under attack effect

Default value: 'GodBeamAttack'

HeadingEnemyPrimeSpeech

Type: array<SoundNodeWave>


HeadingPrimeSpeech

Type: array<SoundNodeWave>


HealedSound

Type: SoundCue


HealEffect

Type: UTOnslaughtNodeHealEffectBase

emitter spawned when we're being healed

HealEffectClasses

Type: class<UTOnslaughtNodeHealEffectBase>

Array size: 2

the class of that emitter to use

HealingSound

Type: SoundCue


HealingTime

Type: float


LastHealedBy

Type: Controller

player who touched me to start construction

LinkedNodes

Type: UTOnslaughtNodeObjective

Array size: 8 (MAXNUMLINKS)

Modifiers: repnotify


LinkLineTexture

Type: Texture2D


Default value: Texture2D'UI_HUD.HUD.T_UI_HUD_WARNodeLine'

MinPlayerCount

Type: int

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

NodeBeamEffect

Type: StaticMeshComponent


NodeNum

Type: int


NodeState

Type: name

Modifiers: repnotify


NodeTeleporters

Type: array<UTOnslaughtNodeTeleporter>

node teleporters controlled by this node

NumLinks

Type: byte

Modifiers: repnotify


OutsideLocationPostfix

Type: string

Modifiers: localized

localized string parts for creating location descriptions

OutsideLocationPrefix

Type: string

Modifiers: localized

localized string parts for creating location descriptions

Default value: "Outside "

PrimeCore

Type: UTOnslaughtPowerCore

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

SeveredDamagePerSecond

Type: float


Default value: 100.0

ShieldDamageCounter

Type: int


ShieldedEffect

Type: ParticleSystemComponent

Modifiers: transient


ShieldHitSound

Type: SoundCue

wake up call to fools shooting invalid target :)

StartConstructionSound

Type: SoundCue


StartingOwnerCore

Type: UTOnslaughtPowerCore

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