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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

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

simulated native function bool IsKeyBeaconObjective (UTPlayerController PC)

returns true if is objective on which player should focus

NativePostRenderFor

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

IsActive

simulated event bool IsActive ()

Overrides: UTGameObjective.IsActive


IsCritical

simulated event bool IsCritical ()

Overrides: UTGameObjective.IsCritical

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

Other instance functions

ClearUnderAttack

function ClearUnderAttack ()


FailedLinkHeal

function FailedLinkHeal (Controller C)


GetSpawnRating

function float GetSpawnRating (byte EnemyTeam)

Returns:

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

HasActiveDefenseSystem

function bool HasActiveDefenseSystem ()


HasUsefulVehicles

function bool HasUsefulVehicles (Controller Asker)


InitCloseActors

function InitCloseActors ()


IsCurrentlyDestroyed

function bool IsCurrentlyDestroyed ()


IsNeutral

simulated function bool IsNeutral ()

Overrides: UTGameObjective.IsNeutral


LegitimateTargetOf

function bool LegitimateTargetOf (UTBot B)


LinkedToCoreConstructingFor

function bool LinkedToCoreConstructingFor (byte Team)


PoweredBy

simulated function bool PoweredBy (byte TeamNum)


SetUnderAttack

function SetUnderAttack (bool bNewUnderAttack)


StandGuard

function bool StandGuard (UTBot B)


TarydiumBoost

function TarydiumBoost (float Quantity)


TooClose

function bool TooClose (UTBot B)


UpdateEffects

simulated function UpdateEffects (bool bPropagate)