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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

Property group 'UTOnslaughtPowerCore'

bNecrisCore

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

Type: bool

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

bNoCoreSwitch

Type: bool

If true, don't switch cores between rounds

bOnlyLeviathanAttack

Type: bool

Only leviathan should attack this core

bReverseForThisCore

Type: bool

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

EnergyEffectLight

Type: PointLightComponent

dynamic powercore light

Internal variables

See UTOnslaughtPowerCore internal variables.

Default values

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

Subobjects

AmbientComponent

Class: Engine.AudioComponent

Inherits from: UTOnslaughtPanelNode.AmbientComponent

No new values.

Arrow

Class: Engine.ArrowComponent

Inherits from: UTOnslaughtPanelNode.Arrow

No new values.

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtPanelNode.CollisionCylinder

No new values.

LinkRenderer

Class: UTGame.LinkRenderingComponent

Inherits from: UTOnslaughtPanelNode.LinkRenderer

No new values.

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: UTOnslaughtPanelNode.PathRenderer

No new values.

Structs

EnergyEffectInfo

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

Native functions

GetTargetLocation

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

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTOnslaughtPanelNode.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTOnslaughtPanelNode.ReplicatedEvent


SetInitialState

simulated event SetInitialState ()

Overrides: UTOnslaughtNodeObjective.SetInitialState


TakeDamage

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

BroadcastAttackNotification

function BroadcastAttackNotification (Controller InstigatedBy)

Overrides: UTOnslaughtNodeObjective.BroadcastAttackNotification


DisableObjective

function DisableObjective (Controller InstigatedBy)

Overrides: UTOnslaughtNodeObjective.DisableObjective


FailedLinkHeal

function FailedLinkHeal (Controller C)

Overrides: UTOnslaughtObjective.FailedLinkHeal


GetHUDOffset

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

Overrides: UTGameObjective.GetHUDOffset


GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: UTGameObjective.GetHumanReadableName


GetLocationSpeechFor

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

Overrides: UTOnslaughtNodeObjective.GetLocationSpeechFor


HealDamage

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

Overrides: UTOnslaughtPanelNode.HealDamage

HealDamage() PowerCores cannot be healed

HighlightOnMinimap

simulated function HighlightOnMinimap (int Switch)

Overrides: UTGameObjective.HighlightOnMinimap


InitializeForThisRound

function InitializeForThisRound (int CoreIndex)


InitialUpdateEffects

simulated function InitialUpdateEffects ()


KillEnemyFirst

function bool KillEnemyFirst (UTBot B)

Overrides: UTOnslaughtNodeObjective.KillEnemyFirst


OnHealDamage

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

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

function ScoreDamage (UTOnslaughtPRI AttackerPRI, float Damage)

Overrides: UTOnslaughtNodeObjective.ScoreDamage


SetTeamEffects

simulated function SetTeamEffects ()

sets team specific effects depending on DefenderTeamIndex

TellBotHowToDisable

function bool TellBotHowToDisable (UTBot B)

Overrides: UTOnslaughtNodeObjective.TellBotHowToDisable


UpdateDamageEffects

simulated function UpdateDamageEffects (bool bCheckAlarm)


UpdateEffects

simulated function UpdateEffects (bool bPropagate)

Overrides: UTOnslaughtNodeObjective.UpdateEffects


ValidSpawnPointFor

function bool ValidSpawnPointFor (byte TeamIndex)

Overrides: UTGameObjective.ValidSpawnPointFor


States

ActiveNode

Inherits from: UTOnslaughtPanelNode.ActiveNode

Modifiers: simulated

ActiveNode.BeginState

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

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

simulated function string GetNodeString (PlayerController PC)


ActiveNode.HasActiveDefenseSystem

function bool HasActiveDefenseSystem ()

Overrides: UTOnslaughtNodeObjective.ActiveNode.HasActiveDefenseSystem


ObjectiveDestroyed

Inherits from: UTOnslaughtPanelNode.ObjectiveDestroyed

Modifiers: simulated

ObjectiveDestroyed.BeginState

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

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

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

event Timer ()

Overrides: UTOnslaughtNodeObjective.ObjectiveDestroyed.Timer


ObjectiveDestroyed.BlowOffAllPanels

simulated function BlowOffAllPanels ()

blows off all panels at once

ObjectiveDestroyed.LegitimateTargetOf

function bool LegitimateTargetOf (UTBot B)

Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)


ObjectiveDestroyed.TellBotHowToDisable

function bool TellBotHowToDisable (UTBot B)

Overrides: TellBotHowToDisable (global)


ObjectiveDestroyed.UpdateEffects

simulated function UpdateEffects (bool bPropagate)

Overrides: UpdateEffects (global)