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UE3:UTOnslaughtPanelNode (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective >> UTOnslaughtPanelNode |
Contents
- 1 Constants
- 2 Properties
- 3 Functions
- 4 States
- 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[edit]
DESTROYED_PANEL_BONE_SCALE[edit]
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[edit]
NumPanelsBlownOff[edit]
Type: int
number of panels blown off so far - used to update clients
PanelBonePrefix[edit]
Type: string
name prefix for panel bones so we know when we hit one
Default value: "Column"
PanelBoneScaler[edit]
Type: UTSkelControl_MassBoneScaling
scaling control for the sphere panels
PanelExplosionTemplates[edit]
Type: ParticleSystem
Array size: 2
explosion effect spawned when a panel gets blown off
PanelGibClass[edit]
Type: class<UTPowerCorePanel>
actor spawned at panel location when it is blown off
PanelHealEffectTemplates[edit]
Type: ParticleSystem
Array size: 2
teamcolored effect attached to the panel bone when a panel is restored
PanelHealthMax[edit]
Type: int
a panel may be blown off every time this much health is lost
Default value: 70
PanelHealthRemaining[edit]
Type: int
how much health remaining before a panel is blown off (note: calculated clientside)
PanelMesh[edit]
Type: SkeletalMeshComponent
Component that has the panels on it
PanelsBeingHealed[edit]
bone names of panels currently playing heal effect
ReplicatedNumPanelsBlownOff[edit]
Type: int
Modifiers: repnotify
Subobjects[edit]
AmbientComponent[edit]
Class: Engine.AudioComponent
Inherits from: UTOnslaughtNodeObjective.AmbientComponent
No new values.
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: UTOnslaughtNodeObjective.Arrow
No new values.
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTOnslaughtNodeObjective.CollisionCylinder
No new values.
LinkRenderer[edit]
Class: UTGame.LinkRenderingComponent
Inherits from: UTOnslaughtNodeObjective.LinkRenderer
No new values.
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: UTOnslaughtNodeObjective.PathRenderer
No new values.
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: UTOnslaughtNodeObjective.PostBeginPlay
ReplicatedEvent[edit]
Overrides: UTOnslaughtNodeObjective.ReplicatedEvent
TakeDamage[edit]
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[edit]
BlowOffPanel[edit]
blows off the named panel
BlowOffPanelAtLocation[edit]
blows off the closest panel to the passed in HitLocation
Returns:
- whether or not a panel was blown off
BlowOffRandomPanels[edit]
blows off the specified number of random panels
DamagePanels[edit]
HealDamage[edit]
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[edit]
PanelHealEffectFinished[edit]
called when a panel heal effect finishes playing
RestoreAllPanels[edit]
restores all of the panels to their default scale
RestoreRandomPanel[edit]
restores a random panel to its default scale
States[edit]
ActiveNode[edit]
Inherits from: UTOnslaughtNodeObjective.ActiveNode
Modifiers: simulated
ActiveNode.BeginState[edit]
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[edit]
Inherits from: UTOnslaughtNodeObjective.ObjectiveDestroyed
Modifiers: simulated
ObjectiveDestroyed.BeginState[edit]
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[edit]
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.