My program doesn't have bugs. It just develops random features.
UE3:UTOnslaughtPowernode (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective >> UTOnslaughtPanelNode >> UTOnslaughtPowernode |
Contents
- 1 Properties
- 2 Enums
- 3 Functions
- 3.1 Native functions
- 3.2 Events
- 3.3 Other instance functions
- 3.3.1 BecomeActive
- 3.3.2 CheckFlag
- 3.3.3 CheckInvulnerability
- 3.3.4 DelayedFindNewObjectives
- 3.3.5 DisableObjective
- 3.3.6 DoOrbHealing
- 3.3.7 FindNewObjectives
- 3.3.8 GetAutoObjectiveActor
- 3.3.9 GetHUDOffset
- 3.3.10 HealDamage
- 3.3.11 NeedsHealing
- 3.3.12 OnChangeNodeStatus
- 3.3.13 ScaleDamage
- 3.3.14 SetDamagedEffect
- 3.3.15 ShouldGrabFlag
- 3.3.16 ShowOrbCaptureVisuals
- 3.3.17 StopNecrisEffects
- 3.3.18 TakeRadiusDamage
- 3.3.19 TeamLink
- 3.3.20 TellBotHowToDisable
- 3.3.21 TellBotHowToHeal
- 3.3.22 UpdateShield
- 3.3.23 VerifyOrbLock
- 4 States
- 4.1 ActiveNode
- 4.2 Constructing
- 4.2.1 Constructing.Attach
- 4.2.2 Constructing.BeginState
- 4.2.3 Constructing.EndState
- 4.2.4 Constructing.TakeDamage
- 4.2.5 Constructing.Timer
- 4.2.6 Constructing.BeamEnabled
- 4.2.7 Constructing.HasHealthBar
- 4.2.8 Constructing.LegitimateTargetOf
- 4.2.9 Constructing.OnChangeNodeStatus
- 4.2.10 Constructing.UpdateEffects
- 4.2.11 Constructing.ValidSpawnPointFor
- 4.3 DisabledNode
- 4.4 NeutralNode
- 4.5 ObjectiveDestroyed
- Package:
- UTGame
- Direct subclass:
- UTOnslaughtPowernode_Content
Implementation of Warfare power nodes.
Properties[edit]
See UTOnslaughtPowernode properties.
Enums[edit]
EVulnerabilityStatus[edit]
whether or not the node can be captured or damaged
- VS_Vulnerable
- node is vulnerable
- VS_InvulnerableByNearbyOrb
- node is invulnerable because of nearby orb
- VS_InvulnerableToOrbCapture
- node is invulnerable (only to orb captures) because it was recently captured by the orb
Functions[edit]
Native functions[edit]
GetTargetLocation[edit]
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
Native implementation:
FVector AUTOnslaughtPowernode::GetTargetLocation(AActor* RequestedBy, UBOOL bRequestAlternateLoc) const { if (bRequestAlternateLoc) { return Location; } else { return (EnergySphereCollision != NULL) ? EnergySphereCollision->LocalToWorld.GetOrigin() : Location; } }
Events[edit]
PostBeginPlay[edit]
Overrides: UTOnslaughtPanelNode.PostBeginPlay
ReplicatedEvent[edit]
Overrides: UTOnslaughtPanelNode.ReplicatedEvent
Reset[edit]
Overrides: UTOnslaughtNodeObjective.Reset
SetInitialState[edit]
Overrides: UTOnslaughtNodeObjective.SetInitialState
TakeDamage[edit]
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]
BecomeActive[edit]
Overrides: UTOnslaughtNodeObjective.BecomeActive
CheckFlag[edit]
check if the given Pawn has an enemy orb and if so, takes over this node for that player's team
CheckInvulnerability[edit]
checks for the presence of the friendly orb and sets us as invulnerable
DelayedFindNewObjectives[edit]
DisableObjective[edit]
Overrides: UTOnslaughtNodeObjective.DisableObjective
DoOrbHealing[edit]
heals the node while the friendly orb is nearby
FindNewObjectives[edit]
Overrides: UTOnslaughtNodeObjective.FindNewObjectives
calls FindNewObjectives() on the GameInfo; separated out for subclasses
GetAutoObjectiveActor[edit]
Overrides: UTOnslaughtNodeObjective.GetAutoObjectiveActor
(Description copied from UTGameObjective.GetAutoObjectiveActor)
Returns:
- the actor that the given player should use to complete this objective
GetHUDOffset[edit]
Overrides: UTGameObjective.GetHUDOffset
HealDamage[edit]
Overrides: UTOnslaughtPanelNode.HealDamage
(Description copied from Actor.HealDamage)
the reverse of TakeDamage(); heals the specified amount
Parameters:
- Amount - The amount of damage to heal
- Healer - Who is doing the healing
- DamageType - What type of healing is it
NeedsHealing[edit]
Overrides: UTGameObjective.NeedsHealing
OnChangeNodeStatus[edit]
ScaleDamage[edit]
Overrides: UTOnslaughtNodeObjective.ScaleDamage
applies any scaling factors to damage we're about to take
SetDamagedEffect[edit]
turns on and off the damaged effect
ShouldGrabFlag[edit]
ShowOrbCaptureVisuals[edit]
StopNecrisEffects[edit]
TakeRadiusDamage[edit]
Overrides: Actor.TakeRadiusDamage
(Description copied from Actor.TakeRadiusDamage)
Take Radius Damage by default scales damage based on distance from HurtOrigin to Actor's location. This can be overridden by the actor receiving the damage for special conditions (see KAsset.uc). This then calls TakeDamage() to go through the same damage pipeline.
Parameters:
- InstigatedBy - instigator of the damage
- Base - Damage
- Damage - Radius (from Origin)
- DamageType - class
- Momentum - float)
- HurtOrigin - origin of the damage radius.
- bFullDamage - if true, damage not scaled based on distance HurtOrigin
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
TeamLink[edit]
Overrides: UTGameObjective.TeamLink
TellBotHowToDisable[edit]
Overrides: UTOnslaughtNodeObjective.TellBotHowToDisable
TellBotHowToHeal[edit]
Overrides: UTGameObjective.TellBotHowToHeal
UpdateShield[edit]
Overrides: UTOnslaughtNodeObjective.UpdateShield
VerifyOrbLock[edit]
States[edit]
ActiveNode[edit]
Inherits from: UTOnslaughtPanelNode.ActiveNode
Modifiers: simulated
ActiveNode.Attach[edit]
Overrides: Actor.Attach (global)
ActiveNode.BeginState[edit]
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]
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.CheckInvulnerability[edit]
Overrides: CheckInvulnerability (global)
checks for the presence of the friendly orb and sets us as invulnerable
ActiveNode.OnChangeNodeStatus[edit]
Overrides: OnChangeNodeStatus (global)
ActiveNode.TarydiumBoost[edit]
Overrides: UTOnslaughtNodeObjective.TarydiumBoost (global)
ActiveNode.UpdateEffects[edit]
Overrides: UTOnslaughtNodeObjective.UpdateEffects (global)
Constructing[edit]
Modifiers: simulated
Constructing.Attach[edit]
Overrides: Actor.Attach (global)
Constructing.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Constructing.EndState[edit]
Overrides: Object.EndState (global)
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.
Constructing.TakeDamage[edit]
Overrides: TakeDamage (global)
(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)
Constructing.Timer[edit]
Overrides: Actor.Timer (global)
Constructing.BeamEnabled[edit]
Overrides: UTOnslaughtNodeObjective.BeamEnabled (global)
Constructing.HasHealthBar[edit]
Overrides: UTOnslaughtNodeObjective.HasHealthBar (global)
Constructing.LegitimateTargetOf[edit]
Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)
Constructing.OnChangeNodeStatus[edit]
Overrides: OnChangeNodeStatus (global)
Constructing.UpdateEffects[edit]
Overrides: UTOnslaughtNodeObjective.UpdateEffects (global)
Constructing.ValidSpawnPointFor[edit]
Overrides: UTGameObjective.ValidSpawnPointFor (global)
DisabledNode[edit]
Inherits from: UTOnslaughtNodeObjective.DisabledNode
Modifiers: simulated
DisabledNode.BeginState[edit]
Overrides: UTOnslaughtNodeObjective.DisabledNode.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
NeutralNode[edit]
Inherits from: UTOnslaughtNodeObjective.NeutralNode
Modifiers: simulated
NeutralNode.Attach[edit]
Overrides: Actor.Attach (global)
NeutralNode.BeginState[edit]
Overrides: UTOnslaughtNodeObjective.NeutralNode.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
NeutralNode.Touch[edit]
Overrides: Actor.Touch (global)
NeutralNode.CheckInvulnerability[edit]
Overrides: CheckInvulnerability (global)
checks for the presence of the friendly orb and sets us as invulnerable
NeutralNode.OnChangeNodeStatus[edit]
Overrides: OnChangeNodeStatus (global)
NeutralNode.TellBotHowToDisable[edit]
Overrides: UTOnslaughtNodeObjective.NeutralNode.TellBotHowToDisable
NeutralNode.UpdateEffects[edit]
Overrides: UTOnslaughtNodeObjective.UpdateEffects (global)
NeutralNode.UpdateShield[edit]
Overrides: UTOnslaughtNodeObjective.NeutralNode.UpdateShield
ObjectiveDestroyed[edit]
Inherits from: UTOnslaughtPanelNode.ObjectiveDestroyed
Modifiers: simulated
ObjectiveDestroyed.BeginState[edit]
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.CheckInvulnerability[edit]
Overrides: CheckInvulnerability (global)
checks for the presence of the friendly orb and sets us as invulnerable
ObjectiveDestroyed.OnChangeNodeStatus[edit]
Overrides: OnChangeNodeStatus (global)
ObjectiveDestroyed.UpdateShield[edit]
Overrides: UTOnslaughtNodeObjective.ObjectiveDestroyed.UpdateShield