My program doesn't have bugs. It just develops random features.

UE3:UTOnslaughtPanelNode (UT3)

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Package: 
UTGame
Direct subclasses:
UTOnslaughtPowerCore, UTOnslaughtPowernode

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

Type: array<name>

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

simulated event PostBeginPlay ()

Overrides: UTOnslaughtNodeObjective.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTOnslaughtNodeObjective.ReplicatedEvent


TakeDamage

simulated event TakeDamage (int Damage, Controller InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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

simulated function BlowOffPanel (name BoneName, bool bSpawnExplosion, optional Object.Vector HitLocation)

blows off the named panel

BlowOffPanelAtLocation

simulated function bool BlowOffPanelAtLocation (Object.Vector HitLocation, bool bSpawnExplosion)

blows off the closest panel to the passed in HitLocation

Returns:

whether or not a panel was blown off

BlowOffRandomPanels

simulated function BlowOffRandomPanels (int Num, bool bSpawnExplosion)

blows off the specified number of random panels

DamagePanels

simulated function DamagePanels (int Damage, Object.Vector HitLocation)


HealDamage

function bool HealDamage (int Amount, Controller Healer, class<DamageTypeDamageType)

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

function HealPanels (int Amount)


PanelHealEffectFinished

simulated function PanelHealEffectFinished (ParticleSystemComponent PSystem)

called when a panel heal effect finishes playing

RestoreAllPanels

simulated function RestoreAllPanels ()

restores all of the panels to their default scale

RestoreRandomPanel

simulated function RestoreRandomPanel ()

restores a random panel to its default scale

States

ActiveNode

Inherits from: UTOnslaughtNodeObjective.ActiveNode

Modifiers: simulated

ActiveNode.BeginState

simulated event BeginState (name PreviousStateName)

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

simulated event BeginState (name PreviousStateName)

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

simulated event EndState (name NextStateName)

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

simulated function BlowOffPanelTimer ()