UE3:UTOnslaughtPanelNode (UT3)
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Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective >> UTOnslaughtPanelNode |
- Package:
- UTGame
- Direct subclasses:
- UTOnslaughtPowerCore, UTOnslaughtPowernode
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superclass of nodes that have a sphere of panels that get blown off as they take damage
Constants
DESTROYED_PANEL_BONE_SCALE
Value: 0.01
bone scale destroyed panels are set to we use a small non-zero value so that the transforms are still valid (for GetBoneLocation() and such)
Properties
NumPanelsBlownOff
Type: int
number of panels blown off so far - used to update clients
PanelBonePrefix
Type: string
name prefix for panel bones so we know when we hit one
Default value: "Column"
PanelBoneScaler
Type: UTSkelControl_MassBoneScaling
scaling control for the sphere panels
PanelExplosionTemplates
Type: ParticleSystem
Array size: 2
explosion effect spawned when a panel gets blown off
PanelGibClass
Type: class<UTPowerCorePanel>
actor spawned at panel location when it is blown off
PanelHealEffectTemplates
Type: ParticleSystem
Array size: 2
teamcolored effect attached to the panel bone when a panel is restored
PanelHealthMax
Type: int
a panel may be blown off every time this much health is lost
Default value: 70
PanelHealthRemaining
Type: int
how much health remaining before a panel is blown off (note: calculated clientside)
PanelMesh
Type: SkeletalMeshComponent
Component that has the panels on it
PanelsBeingHealed
bone names of panels currently playing heal effect
ReplicatedNumPanelsBlownOff
Type: int
Modifiers: repnotify
Subobjects
AmbientComponent
Class: Engine.AudioComponent
Inherits from: UTOnslaughtNodeObjective.AmbientComponent
No new values.
Arrow
Class: Engine.ArrowComponent
Inherits from: UTOnslaughtNodeObjective.Arrow
No new values.
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTOnslaughtNodeObjective.CollisionCylinder
No new values.
LinkRenderer
Class: UTGame.LinkRenderingComponent
Inherits from: UTOnslaughtNodeObjective.LinkRenderer
No new values.
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: UTOnslaughtNodeObjective.PathRenderer
No new values.
Functions
Events
PostBeginPlay
Overrides: UTOnslaughtNodeObjective.PostBeginPlay
ReplicatedEvent
Overrides: UTOnslaughtNodeObjective.ReplicatedEvent
TakeDamage
Overrides: UTOnslaughtNodeObjective.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Other instance functions
BlowOffPanel
blows off the named panel
BlowOffPanelAtLocation
blows off the closest panel to the passed in HitLocation
Returns:
- whether or not a panel was blown off
BlowOffRandomPanels
blows off the specified number of random panels
DamagePanels
HealDamage
Overrides: UTOnslaughtNodeObjective.HealDamage
(Description copied from Actor.HealDamage)
the reverse of TakeDamage(); heals the specified amount
Parameters:
- Amount - The amount of damage to heal
- Healer - Who is doing the healing
- DamageType - What type of healing is it
HealPanels
PanelHealEffectFinished
called when a panel heal effect finishes playing
RestoreAllPanels
restores all of the panels to their default scale
RestoreRandomPanel
restores a random panel to its default scale
States
ActiveNode
Inherits from: UTOnslaughtNodeObjective.ActiveNode
Modifiers: simulated
ActiveNode.BeginState
Overrides: UTOnslaughtNodeObjective.ActiveNode.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
ObjectiveDestroyed
Inherits from: UTOnslaughtNodeObjective.ObjectiveDestroyed
Modifiers: simulated
ObjectiveDestroyed.BeginState
Overrides: UTOnslaughtNodeObjective.ObjectiveDestroyed.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
ObjectiveDestroyed.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
ObjectiveDestroyed.BlowOffPanelTimer