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UE3:UTOnslaughtNodeObjective internal variables (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective (internal variables) |
Contents
- 1 Internal variables
- 1.1 ActivatedObjectives
- 1.2 ActivationMessageIndex
- 1.3 ActiveSound
- 1.4 AmbientSoundComponent
- 1.5 AttackEffectCurve
- 1.6 AttackingEnemyPrimeSpeech
- 1.7 AttackingPrimeSpeech
- 1.8 bDrawBeaconIcon
- 1.9 bDualPrimeCore
- 1.10 BeamColor
- 1.11 BeamMaterialInstance
- 1.12 BetweenLocationJoin
- 1.13 BetweenLocationPostFix
- 1.14 BetweenLocationPrefix
- 1.15 bIsPrimeNode
- 1.16 bIsTeleportDestination
- 1.17 bSevered
- 1.18 bStandalone
- 1.19 bWasSevered
- 1.20 CapturedEnemyPrimeSpeech
- 1.21 CapturedPrimeSpeech
- 1.22 ConstructedEvent
- 1.23 ConstructedSound
- 1.24 ConstructionTime
- 1.25 ConstructionTimeElapsed
- 1.26 Constructor
- 1.27 DestroyedEvent
- 1.28 DestroyedSound
- 1.29 DestroyedStinger
- 1.30 DestructionMessageIndex
- 1.31 Enhancements
- 1.32 FlagBase
- 1.33 GodBeamAttackParameterName
- 1.34 HeadingEnemyPrimeSpeech
- 1.35 HeadingPrimeSpeech
- 1.36 HealedSound
- 1.37 HealEffect
- 1.38 HealEffectClasses
- 1.39 HealingSound
- 1.40 HealingTime
- 1.41 LastHealedBy
- 1.42 LinkedNodes
- 1.43 LinkLineTexture
- 1.44 MinPlayerCount
- 1.45 NodeBeamEffect
- 1.46 NodeNum
- 1.47 NodeState
- 1.48 NodeTeleporters
- 1.49 NumLinks
- 1.50 OutsideLocationPostfix
- 1.51 OutsideLocationPrefix
- 1.52 PrimeCore
- 1.53 SeveredDamagePerSecond
- 1.54 ShieldDamageCounter
- 1.55 ShieldedEffect
- 1.56 ShieldHitSound
- 1.57 StartConstructionSound
- 1.58 StartingOwnerCore
;Other member categories for this class::instance functions
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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 |
|
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
bIsTeleportDestination
Type: bool
True if node has associated Playerstarts
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