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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====
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'''Type:''' {{cl|UTVehicle_Leviathan}}
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<!-- enter variable description -->
  
 
====CoreDestroyWaveForm====
 
====CoreDestroyWaveForm====
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<!-- enter variable description -->
 
<!-- enter variable description -->
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'''Default value:''' {{cl|ForceFeedbackWaveform}}'UTGame.Default__UTOnslaughtPowerCore:ForceFeedbackWaveform10'
  
 
====CoreMessageClass====
 
====CoreMessageClass====

Latest revision as of 05:00, 16 August 2009

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