UE3:UTOnslaughtObjective (UT3): Difference between revisions
Auto-generated page |
m added missing members |
||
Line 9: | Line 9: | ||
}} | }} | ||
{{autogenerated}} | {{autogenerated}} | ||
Copyright 1998- | Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | ||
==Properties== | ==Properties== | ||
Line 22: | Line 22: | ||
If > 0, Link Gun secondary heals an amount equal to its damage times this | If > 0, Link Gun secondary heals an amount equal to its damage times this | ||
===Property group 'UTOnslaughtObjective'=== | |||
====bAssociatePlayerStarts==== | |||
'''Type:''' [[bool]] | |||
If true, associate playerstarts with this objective | |||
'''Default value:''' True | |||
===Internal variables=== | ===Internal variables=== |
Latest revision as of 04:59, 16 August 2009
![]() |
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective |
- Package:
- UTGame
- Direct subclasses:
- UTOnslaughtNodeObjective, UTOnslaughtSpecialObjective
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'ObjectiveHealth'
DamageCapacity
Type: float
LinkHealMult
Type: float
If > 0, Link Gun secondary heals an amount equal to its damage times this
Property group 'UTOnslaughtObjective'
bAssociatePlayerStarts
Type: bool
If true, associate playerstarts with this objective
Default value: True
Internal variables
bIsNeutral
Type: bool
true when in Neutral state
FinalCoreDistance
Type: byte
Array size: 2
link distance from each team's powercore, used for automatic player respawn selection
Health
Type: float
Modifiers: repnotify
LastAttackAnnouncementTime
Type: float
LastAttacker
Type: Pawn
LastAttackExpirationTime
Type: float
LastAttackMessageTime
Type: float
LastAttackSwitch
Type: int
LastAttackTime
Type: float
LastDamagedBy
Type: UTPlayerReplicationInfo
Default values
Property | Value |
---|---|
bStatic | False |
Subobjects
Arrow
Class: Engine.ArrowComponent
Inherits from: UTGameObjective.Arrow
No new values.
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTGameObjective.CollisionCylinder
No new values.
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: UTGameObjective.PathRenderer
No new values.
Sprite
Class: Engine.SpriteComponent
Inherits from: UTGameObjective.Sprite
No new values.
Sprite2
Class: Engine.SpriteComponent
Inherits from: UTGameObjective.Sprite2
No new values.
Functions
Native functions
IsKeyBeaconObjective
returns true if is objective on which player should focus
NativePostRenderFor
Overrides: Actor.NativePostRenderFor
Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set
Events
IsActive
Overrides: UTGameObjective.IsActive
IsCritical
Overrides: UTGameObjective.IsCritical
Onslaught Objectives are considered critical if their health is < 20% of max
Other instance functions
ClearUnderAttack
FailedLinkHeal
GetSpawnRating
Returns:
- Rating of this core for automatic spawn point selection (lower is better)
HasActiveDefenseSystem
HasUsefulVehicles
InitCloseActors
IsCurrentlyDestroyed
IsNeutral
Overrides: UTGameObjective.IsNeutral
LegitimateTargetOf
LinkedToCoreConstructingFor
PoweredBy
SetUnderAttack
StandGuard
TarydiumBoost
TooClose
UpdateEffects