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Difference between revisions of "UE3:UTOnslaughtPowerCore internal variables (UT3)"
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for determining transitions | for determining transitions | ||
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+ | ====CachedLeviathan==== | ||
+ | '''Type:''' {{cl|UTVehicle_Leviathan}} | ||
+ | |||
+ | <!-- enter variable description --> | ||
====CoreDestroyWaveForm==== | ====CoreDestroyWaveForm==== | ||
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<!-- enter variable description --> | <!-- enter variable description --> | ||
+ | |||
+ | '''Default value:''' {{cl|ForceFeedbackWaveform}}'UTGame.Default__UTOnslaughtPowerCore:ForceFeedbackWaveform10' | ||
====CoreMessageClass==== | ====CoreMessageClass==== |
Latest revision as of 05:00, 16 August 2009
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective >> UTOnslaughtPanelNode >> UTOnslaughtPowerCore (internal variables) |
Contents
- 1 Internal variables
- 1.1 AlternateTargetLocOffset
- 1.2 AttackingOurCoreSpeech
- 1.3 BaseMaterialColors
- 1.4 BaseMaterialInstance
- 1.5 BaseMesh
- 1.6 BlueMessageClass
- 1.7 bResettingCore
- 1.8 bWasVulnerable
- 1.9 CachedLeviathan
- 1.10 CoreDestroyWaveForm
- 1.11 CoreMessageClass
- 1.12 DamageCrossfader
- 1.13 DamageWarningSound
- 1.14 DefendingEnemyCoreSpeech
- 1.15 DefendingLocationSpeech
- 1.16 DestroyedPhysicsAsset
- 1.17 DestructionEffectTemplates
- 1.18 EnemyLocationSpeech
- 1.19 EnergyEffects
- 1.20 EnergyEffectTemplates
- 1.21 EnergyEndPointBonePrefix
- 1.22 EnergyEndPointParameterNames
- 1.23 EnergyLightColors
- 1.24 InnerCoreEffect
- 1.25 InnerCoreEffectTemplates
- 1.26 KismetMeshActor
- 1.27 LastDamagedTime
- 1.28 LastDamageWarningTime
- 1.29 LastNoHealWarningTime
- 1.30 MaxEnergyEffectDist
- 1.31 NamePrefix
- 1.32 OldHealth
- 1.33 ONSAnnouncerMessagesClass
- 1.34 ONSOrbMessagesClass
- 1.35 ProcessedTarydium
- 1.36 RedMessageClass
- 1.37 ReducedDamageTime
- 1.38 ShieldedAmbientSound
- 1.39 ShieldEffects
- 1.40 ShieldEffectTemplates
- 1.41 ShieldOffSound
- 1.42 ShieldOnSound
- 1.43 UnshieldedAmbientSound
- 1.44 VulnerableTime
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Internal variables[edit]
AlternateTargetLocOffset[edit]
Type: Object.Vector
offset to location for AI to consider shooting if the center cannot be hit
AttackingOurCoreSpeech[edit]
Type: array<SoundNodeWave>
BaseMaterialColors[edit]
Type: Object.LinearColor
Array size: 2
Default value, index 0:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
Default value, index 1:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
BaseMaterialInstance[edit]
Type: MaterialInstanceConstant
BaseMesh[edit]
Type: SkeletalMeshComponent
BlueMessageClass[edit]
Type: class<UTLocalMessage>
Team specific message classes
bResettingCore[edit]
Type: bool
set during beginstate of active state
bWasVulnerable[edit]
Type: bool
for determining transitions
CachedLeviathan[edit]
Type: UTVehicle_Leviathan
CoreDestroyWaveForm[edit]
Type: ForceFeedbackWaveform
Default value: ForceFeedbackWaveform'UTGame.Default__UTOnslaughtPowerCore:ForceFeedbackWaveform10'
CoreMessageClass[edit]
Type: class<UTLocalMessage>
Team specific message classes
DamageCrossfader[edit]
Type: AnimNodeBlend
DamageWarningSound[edit]
Type: SoundCue
Sound that plays to all players on team as core takes damage
DefendingEnemyCoreSpeech[edit]
Type: array<SoundNodeWave>
DefendingLocationSpeech[edit]
Type: array<SoundNodeWave>
DestroyedPhysicsAsset[edit]
Type: PhysicsAsset
physics asset to use for BaseMesh while destroyed
DestructionEffectTemplates[edit]
Type: ParticleSystem
Array size: 2
destruction effect
EnemyLocationSpeech[edit]
Type: array<SoundNodeWave>
EnergyEffects[edit]
Type: EnergyEffectInfo
Array size: 6
sparking energy effects visible when the core is vulnerable
EnergyEffectTemplates[edit]
Type: ParticleSystem
Array size: 2
team colored energy effect templates
EnergyEndPointBonePrefix[edit]
Type: string
energy effect endpoint will only be attached to bones with this prefix
EnergyEndPointParameterNames[edit]
Type: name
Array size: 2
parameter names for the endpoints
EnergyLightColors[edit]
Type: Object.Color
Array size: 2
team colors for light emitted by powercore
InnerCoreEffect[edit]
Type: ParticleSystemComponent
effect for the inner sphere
InnerCoreEffectTemplates[edit]
Type: ParticleSystem
Array size: 2
KismetMeshActor[edit]
Type: SkeletalMeshActor
SkeletalMeshActor spawned to give Kismet when there are events controlling destruction effects
LastDamagedTime[edit]
Type: float
Last time took damage
LastDamageWarningTime[edit]
Type: float
last time warning played
LastNoHealWarningTime[edit]
Type: float
MaxEnergyEffectDist[edit]
Type: float
if the energy effect beam length is greater than this, a new endpoint bone is selected
NamePrefix[edit]
Type: string
Modifiers: localized
OldHealth[edit]
Type: float
cached of health for warning effects
ONSAnnouncerMessagesClass[edit]
Type: class<UTLocalMessage>
ONSOrbMessagesClass[edit]
Type: class<UTLocalMessage>
ProcessedTarydium[edit]
Type: int
RedMessageClass[edit]
Type: class<UTLocalMessage>
Team specific message classes
ReducedDamageTime[edit]
Type: float
Duration of reduced damage after becoming vulnerable
Default value: 10.0
ShieldedAmbientSound[edit]
Type: SoundCue
ambient sound when shield is up
ShieldEffects[edit]
Type: ParticleSystemComponent
Array size: 3
shield effects when not attackable
ShieldEffectTemplates[edit]
Type: ParticleSystem
Array size: 2
ShieldOffSound[edit]
Type: SoundCue
the sound to play when the core loses its shield
ShieldOnSound[edit]
Type: SoundCue
the sound to play when the core becomes shielded
UnshieldedAmbientSound[edit]
Type: SoundCue
ambient sound when shield is down
VulnerableTime[edit]
Type: float
Time this powercore became vulnerable