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UE3:UTOnslaughtPowerCore internal variables (UT3)

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Internal variables

AlternateTargetLocOffset

Type: Object.Vector

offset to location for AI to consider shooting if the center cannot be hit

AttackingOurCoreSpeech

Type: array<SoundNodeWave>


BaseMaterialColors

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

Type: MaterialInstanceConstant


BaseMesh

Type: SkeletalMeshComponent


BlueMessageClass

Type: class<UTLocalMessage>

Team specific message classes

bResettingCore

Type: bool

set during beginstate of active state

bWasVulnerable

Type: bool

for determining transitions

CoreDestroyWaveForm

Type: ForceFeedbackWaveform


CoreMessageClass

Type: class<UTLocalMessage>

Team specific message classes

DamageCrossfader

Type: AnimNodeBlend


DamageWarningSound

Type: SoundCue

Sound that plays to all players on team as core takes damage

DefendingEnemyCoreSpeech

Type: array<SoundNodeWave>


DefendingLocationSpeech

Type: array<SoundNodeWave>


DestroyedPhysicsAsset

Type: PhysicsAsset

physics asset to use for BaseMesh while destroyed

DestructionEffectTemplates

Type: ParticleSystem

Array size: 2

destruction effect

EnemyLocationSpeech

Type: array<SoundNodeWave>


EnergyEffects

Type: EnergyEffectInfo

Array size: 6

sparking energy effects visible when the core is vulnerable

EnergyEffectTemplates

Type: ParticleSystem

Array size: 2

team colored energy effect templates

EnergyEndPointBonePrefix

Type: string

energy effect endpoint will only be attached to bones with this prefix

EnergyEndPointParameterNames

Type: name

Array size: 2

parameter names for the endpoints

EnergyLightColors

Type: Object.Color

Array size: 2

team colors for light emitted by powercore

InnerCoreEffect

Type: ParticleSystemComponent

effect for the inner sphere

InnerCoreEffectTemplates

Type: ParticleSystem

Array size: 2


KismetMeshActor

Type: SkeletalMeshActor

SkeletalMeshActor spawned to give Kismet when there are events controlling destruction effects

LastDamagedTime

Type: float

Last time took damage

LastDamageWarningTime

Type: float

last time warning played

LastNoHealWarningTime

Type: float


MaxEnergyEffectDist

Type: float

if the energy effect beam length is greater than this, a new endpoint bone is selected

NamePrefix

Type: string

Modifiers: localized


OldHealth

Type: float

cached of health for warning effects

ONSAnnouncerMessagesClass

Type: class<UTLocalMessage>


ONSOrbMessagesClass

Type: class<UTLocalMessage>


ProcessedTarydium

Type: int


RedMessageClass

Type: class<UTLocalMessage>

Team specific message classes

ReducedDamageTime

Type: float

Duration of reduced damage after becoming vulnerable

Default value: 10.0

ShieldedAmbientSound

Type: SoundCue

ambient sound when shield is up

ShieldEffects

Type: ParticleSystemComponent

Array size: 3

shield effects when not attackable

ShieldEffectTemplates

Type: ParticleSystem

Array size: 2


ShieldOffSound

Type: SoundCue

the sound to play when the core loses its shield

ShieldOnSound

Type: SoundCue

the sound to play when the core becomes shielded

UnshieldedAmbientSound

Type: SoundCue

ambient sound when shield is down

VulnerableTime

Type: float

Time this powercore became vulnerable