Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTOnslaughtObjective (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective |
Contents
- 1 Properties
- 2 Functions
- 2.1 Native functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 ClearUnderAttack
- 2.3.2 FailedLinkHeal
- 2.3.3 GetSpawnRating
- 2.3.4 HasActiveDefenseSystem
- 2.3.5 HasUsefulVehicles
- 2.3.6 InitCloseActors
- 2.3.7 IsCurrentlyDestroyed
- 2.3.8 IsNeutral
- 2.3.9 LegitimateTargetOf
- 2.3.10 LinkedToCoreConstructingFor
- 2.3.11 PoweredBy
- 2.3.12 SetUnderAttack
- 2.3.13 StandGuard
- 2.3.14 TarydiumBoost
- 2.3.15 TooClose
- 2.3.16 UpdateEffects
- Package:
- UTGame
- Direct subclasses:
- UTOnslaughtNodeObjective, UTOnslaughtSpecialObjective
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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]
returns true if is objective on which player should focus
NativePostRenderFor[edit]
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]
Overrides: UTGameObjective.IsActive
IsCritical[edit]
Overrides: UTGameObjective.IsCritical
Onslaught Objectives are considered critical if their health is < 20% of max
Other instance functions[edit]
ClearUnderAttack[edit]
FailedLinkHeal[edit]
GetSpawnRating[edit]
Returns:
- Rating of this core for automatic spawn point selection (lower is better)
HasActiveDefenseSystem[edit]
HasUsefulVehicles[edit]
InitCloseActors[edit]
IsCurrentlyDestroyed[edit]
IsNeutral[edit]
Overrides: UTGameObjective.IsNeutral