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UE3:UTOnslaughtObjective (UT3)

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UT3 Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective
Package: 
UTGame
Direct subclasses:
UTOnslaughtNodeObjective, UTOnslaughtSpecialObjective

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'ObjectiveHealth'[edit]

DamageCapacity[edit]

Type: float


LinkHealMult[edit]

Type: float

If > 0, Link Gun secondary heals an amount equal to its damage times this

Property group 'UTOnslaughtObjective'[edit]

bAssociatePlayerStarts[edit]

Type: bool

If true, associate playerstarts with this objective

Default value: True

Internal variables[edit]

bIsNeutral[edit]

Type: bool

true when in Neutral state

FinalCoreDistance[edit]

Type: byte

Array size: 2

link distance from each team's powercore, used for automatic player respawn selection

Health[edit]

Type: float

Modifiers: repnotify


LastAttackAnnouncementTime[edit]

Type: float


LastAttacker[edit]

Type: Pawn


LastAttackExpirationTime[edit]

Type: float


LastAttackMessageTime[edit]

Type: float


LastAttackSwitch[edit]

Type: int


LastAttackTime[edit]

Type: float


LastDamagedBy[edit]

Type: UTPlayerReplicationInfo


Default values[edit]

Property Value
bStatic False

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: UTGameObjective.Arrow

No new values.

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTGameObjective.CollisionCylinder

No new values.

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: UTGameObjective.PathRenderer

No new values.

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: UTGameObjective.Sprite

No new values.

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: UTGameObjective.Sprite2

No new values.

Functions[edit]

Native functions[edit]

IsKeyBeaconObjective[edit]

simulated native function bool IsKeyBeaconObjective (UTPlayerController PC)

returns true if is objective on which player should focus

NativePostRenderFor[edit]

simulated native function NativePostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.NativePostRenderFor

Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set

Events[edit]

IsActive[edit]

simulated event bool IsActive ()

Overrides: UTGameObjective.IsActive


IsCritical[edit]

simulated event bool IsCritical ()

Overrides: UTGameObjective.IsCritical

Onslaught Objectives are considered critical if their health is < 20% of max

Other instance functions[edit]

ClearUnderAttack[edit]

function ClearUnderAttack ()


FailedLinkHeal[edit]

function FailedLinkHeal (Controller C)


GetSpawnRating[edit]

function float GetSpawnRating (byte EnemyTeam)

Returns:

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

HasActiveDefenseSystem[edit]

function bool HasActiveDefenseSystem ()


HasUsefulVehicles[edit]

function bool HasUsefulVehicles (Controller Asker)


InitCloseActors[edit]

function InitCloseActors ()


IsCurrentlyDestroyed[edit]

function bool IsCurrentlyDestroyed ()


IsNeutral[edit]

simulated function bool IsNeutral ()

Overrides: UTGameObjective.IsNeutral


LegitimateTargetOf[edit]

function bool LegitimateTargetOf (UTBot B)


LinkedToCoreConstructingFor[edit]

function bool LinkedToCoreConstructingFor (byte Team)


PoweredBy[edit]

simulated function bool PoweredBy (byte TeamNum)


SetUnderAttack[edit]

function SetUnderAttack (bool bNewUnderAttack)


StandGuard[edit]

function bool StandGuard (UTBot B)


TarydiumBoost[edit]

function TarydiumBoost (float Quantity)


TooClose[edit]

function bool TooClose (UTBot B)


UpdateEffects[edit]

simulated function UpdateEffects (bool bPropagate)