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UE3:UTOnslaughtPowerCore (UT3)

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Package: 
UTGame
Direct subclass:
UTOnslaughtPowerCore_Content

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'UTOnslaughtPowerCore'[edit]

bNecrisCore[edit]

Type: bool

if set, the team that controls this core is the Necris team (can affect what vehicle factories will activate for this team)

bNeverAttack[edit]

Type: bool

If true, bots and player orders will never be to attack this core, but rather to hold a prime node

bNoCoreSwitch[edit]

Type: bool

If true, don't switch cores between rounds

bOnlyLeviathanAttack[edit]

Type: bool

Only leviathan should attack this core

bReverseForThisCore[edit]

Type: bool

if true, vehicle factories reverse vehicle spawns when controlled by this core's team

EnergyEffectLight[edit]

Type: PointLightComponent

dynamic powercore light

Internal variables[edit]

See UTOnslaughtPowerCore internal variables.

Default values[edit]

Property Value
AttackAnnouncement
Member Value
AnnouncementText "Attack the Enemy Core!"
DefendAnnouncement
Member Value
AnnouncementText "Defend Your Core!"
DestroyedStinger 15
ObjectiveName "PowerCore"

Subobjects[edit]

AmbientComponent[edit]

Class: Engine.AudioComponent

Inherits from: UTOnslaughtPanelNode.AmbientComponent

No new values.

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: UTOnslaughtPanelNode.Arrow

No new values.

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtPanelNode.CollisionCylinder

No new values.

LinkRenderer[edit]

Class: UTGame.LinkRenderingComponent

Inherits from: UTOnslaughtPanelNode.LinkRenderer

No new values.

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: UTOnslaughtPanelNode.PathRenderer

No new values.

Structs[edit]

EnergyEffectInfo[edit]

Modifiers: native

sparking energy effects visible when the core is vulnerable

ParticleSystemComponent Effect 
reference to the effect component
name CurrentEndPointBones[2]  
current bones used for the effect endpoints

Functions[edit]

Native functions[edit]

GetTargetLocation[edit]

native simulated function Object.Vector GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc) const

Overrides: Actor.GetTargetLocation

(Description copied from Actor.GetTargetLocation)


Parameters:

  • RequestedBy - the Actor requesting the target location
  • bRequestAlternateLoc - optional) - return a secondary target location if there are multiple

Returns:

the optimal location to fire weapons at this actor

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTOnslaughtPanelNode.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTOnslaughtPanelNode.ReplicatedEvent


SetInitialState[edit]

simulated event SetInitialState ()

Overrides: UTOnslaughtNodeObjective.SetInitialState


TakeDamage[edit]

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

Overrides: UTOnslaughtPanelNode.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]

BroadcastAttackNotification[edit]

function BroadcastAttackNotification (Controller InstigatedBy)

Overrides: UTOnslaughtNodeObjective.BroadcastAttackNotification


DisableObjective[edit]

function DisableObjective (Controller InstigatedBy)

Overrides: UTOnslaughtNodeObjective.DisableObjective


FailedLinkHeal[edit]

function FailedLinkHeal (Controller C)

Overrides: UTOnslaughtObjective.FailedLinkHeal


GetHUDOffset[edit]

simulated function Object.Vector GetHUDOffset (PlayerController PC, Canvas Canvas)

Overrides: UTGameObjective.GetHUDOffset


GetHumanReadableName[edit]

simulated function string GetHumanReadableName ()

Overrides: UTGameObjective.GetHumanReadableName


GetLocationSpeechFor[edit]

simulated function SoundNodeWave GetLocationSpeechFor (PlayerController PC, int LocationSpeechOffset, int MessageIndex)

Overrides: UTOnslaughtNodeObjective.GetLocationSpeechFor


HealDamage[edit]

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

Overrides: UTOnslaughtPanelNode.HealDamage

HealDamage() PowerCores cannot be healed

HighlightOnMinimap[edit]

simulated function HighlightOnMinimap (int Switch)

Overrides: UTGameObjective.HighlightOnMinimap


InitializeForThisRound[edit]

function InitializeForThisRound (int CoreIndex)


InitialUpdateEffects[edit]

simulated function InitialUpdateEffects ()


KillEnemyFirst[edit]

function bool KillEnemyFirst (UTBot B)

Overrides: UTOnslaughtNodeObjective.KillEnemyFirst


OnHealDamage[edit]

function OnHealDamage (SeqAct_HealDamage Action)

Overrides: Actor.OnHealDamage

(Description copied from Actor.OnHealDamage)
Called upon receiving a SeqAct_HealDamage action, calls HealDamage() with the given parameters.

Parameters:

  • Action - heal action that was activated

ScaleDamage[edit]

simulated function ScaleDamage (out int Damage, Controller InstigatedBy, class<DamageTypeDamageType)

Overrides: UTOnslaughtNodeObjective.ScaleDamage

applies any scaling factors to damage we're about to take

ScoreDamage[edit]

function ScoreDamage (UTOnslaughtPRI AttackerPRI, float Damage)

Overrides: UTOnslaughtNodeObjective.ScoreDamage


SetTeamEffects[edit]

simulated function SetTeamEffects ()

sets team specific effects depending on DefenderTeamIndex

TellBotHowToDisable[edit]

function bool TellBotHowToDisable (UTBot B)

Overrides: UTOnslaughtNodeObjective.TellBotHowToDisable


UpdateDamageEffects[edit]

simulated function UpdateDamageEffects (bool bCheckAlarm)


UpdateEffects[edit]

simulated function UpdateEffects (bool bPropagate)

Overrides: UTOnslaughtNodeObjective.UpdateEffects


ValidSpawnPointFor[edit]

function bool ValidSpawnPointFor (byte TeamIndex)

Overrides: UTGameObjective.ValidSpawnPointFor


States[edit]

ActiveNode[edit]

Inherits from: UTOnslaughtPanelNode.ActiveNode

Modifiers: simulated

ActiveNode.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: UTOnslaughtPanelNode.ActiveNode.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

ActiveNode.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: UTOnslaughtNodeObjective.ActiveNode.EndState

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.

ActiveNode.GetNodeString[edit]

simulated function string GetNodeString (PlayerController PC)


ActiveNode.HasActiveDefenseSystem[edit]

function bool HasActiveDefenseSystem ()

Overrides: UTOnslaughtNodeObjective.ActiveNode.HasActiveDefenseSystem


ObjectiveDestroyed[edit]

Inherits from: UTOnslaughtPanelNode.ObjectiveDestroyed

Modifiers: simulated

ObjectiveDestroyed.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: UTOnslaughtPanelNode.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]

simulated event EndState (name NextStateName)

Overrides: UTOnslaughtPanelNode.ObjectiveDestroyed.EndState

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.TakeDamage[edit]

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

Overrides: UTOnslaughtNodeObjective.ObjectiveDestroyed.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)

ObjectiveDestroyed.Timer[edit]

event Timer ()

Overrides: UTOnslaughtNodeObjective.ObjectiveDestroyed.Timer


ObjectiveDestroyed.BlowOffAllPanels[edit]

simulated function BlowOffAllPanels ()

blows off all panels at once

ObjectiveDestroyed.LegitimateTargetOf[edit]

function bool LegitimateTargetOf (UTBot B)

Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)


ObjectiveDestroyed.TellBotHowToDisable[edit]

function bool TellBotHowToDisable (UTBot B)

Overrides: TellBotHowToDisable (global)


ObjectiveDestroyed.UpdateEffects[edit]

simulated function UpdateEffects (bool bPropagate)

Overrides: UpdateEffects (global)