UE3:UTOnslaughtPowernode (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective >> UTOnslaughtPanelNode >> UTOnslaughtPowernode |
- Package:
- UTGame
- Direct subclass:
- UTOnslaughtPowernode_Content
Implementation of Warfare power nodes.
Properties
See UTOnslaughtPowernode properties.
Enums
EVulnerabilityStatus
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
Native functions
GetTargetLocation
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
PostBeginPlay
Overrides: UTOnslaughtPanelNode.PostBeginPlay
ReplicatedEvent
Overrides: UTOnslaughtPanelNode.ReplicatedEvent
Reset
Overrides: UTOnslaughtNodeObjective.Reset
SetInitialState
Overrides: UTOnslaughtNodeObjective.SetInitialState
TakeDamage
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
BecomeActive
Overrides: UTOnslaughtNodeObjective.BecomeActive
CheckFlag
check if the given Pawn has an enemy orb and if so, takes over this node for that player's team
CheckInvulnerability
checks for the presence of the friendly orb and sets us as invulnerable
DelayedFindNewObjectives
DisableObjective
Overrides: UTOnslaughtNodeObjective.DisableObjective
DoOrbHealing
heals the node while the friendly orb is nearby
FindNewObjectives
Overrides: UTOnslaughtNodeObjective.FindNewObjectives
calls FindNewObjectives() on the GameInfo; separated out for subclasses
GetAutoObjectiveActor
Overrides: UTOnslaughtNodeObjective.GetAutoObjectiveActor
(Description copied from UTGameObjective.GetAutoObjectiveActor)
Returns:
- the actor that the given player should use to complete this objective
GetHUDOffset
Overrides: UTGameObjective.GetHUDOffset
HealDamage
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
Overrides: UTGameObjective.NeedsHealing
OnChangeNodeStatus
ScaleDamage
Overrides: UTOnslaughtNodeObjective.ScaleDamage
applies any scaling factors to damage we're about to take
SetDamagedEffect
turns on and off the damaged effect
ShouldGrabFlag
ShowOrbCaptureVisuals
StopNecrisEffects
TakeRadiusDamage
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
Overrides: UTGameObjective.TeamLink
TellBotHowToDisable
Overrides: UTOnslaughtNodeObjective.TellBotHowToDisable
TellBotHowToHeal
Overrides: UTGameObjective.TellBotHowToHeal
UpdateShield
Overrides: UTOnslaughtNodeObjective.UpdateShield
VerifyOrbLock
States
ActiveNode
Inherits from: UTOnslaughtPanelNode.ActiveNode
Modifiers: simulated
ActiveNode.Attach
Overrides: Actor.Attach (global)
ActiveNode.BeginState
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
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
Overrides: CheckInvulnerability (global)
checks for the presence of the friendly orb and sets us as invulnerable
ActiveNode.OnChangeNodeStatus
Overrides: OnChangeNodeStatus (global)
ActiveNode.TarydiumBoost
Overrides: UTOnslaughtNodeObjective.TarydiumBoost (global)
ActiveNode.UpdateEffects
Overrides: UTOnslaughtNodeObjective.UpdateEffects (global)
Constructing
Modifiers: simulated
Constructing.Attach
Overrides: Actor.Attach (global)
Constructing.BeginState
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
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
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
Overrides: Actor.Timer (global)
Constructing.BeamEnabled
Overrides: UTOnslaughtNodeObjective.BeamEnabled (global)
Constructing.HasHealthBar
Overrides: UTOnslaughtNodeObjective.HasHealthBar (global)
Constructing.LegitimateTargetOf
Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)
Constructing.OnChangeNodeStatus
Overrides: OnChangeNodeStatus (global)
Constructing.UpdateEffects
Overrides: UTOnslaughtNodeObjective.UpdateEffects (global)
Constructing.ValidSpawnPointFor
Overrides: UTGameObjective.ValidSpawnPointFor (global)
DisabledNode
Inherits from: UTOnslaughtNodeObjective.DisabledNode
Modifiers: simulated
DisabledNode.BeginState
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
Inherits from: UTOnslaughtNodeObjective.NeutralNode
Modifiers: simulated
NeutralNode.Attach
Overrides: Actor.Attach (global)
NeutralNode.BeginState
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
Overrides: Actor.Touch (global)
NeutralNode.CheckInvulnerability
Overrides: CheckInvulnerability (global)
checks for the presence of the friendly orb and sets us as invulnerable
NeutralNode.OnChangeNodeStatus
Overrides: OnChangeNodeStatus (global)
NeutralNode.TellBotHowToDisable
Overrides: UTOnslaughtNodeObjective.NeutralNode.TellBotHowToDisable
NeutralNode.UpdateEffects
Overrides: UTOnslaughtNodeObjective.UpdateEffects (global)
NeutralNode.UpdateShield
Overrides: UTOnslaughtNodeObjective.NeutralNode.UpdateShield
ObjectiveDestroyed
Inherits from: UTOnslaughtPanelNode.ObjectiveDestroyed
Modifiers: simulated
ObjectiveDestroyed.BeginState
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
Overrides: CheckInvulnerability (global)
checks for the presence of the friendly orb and sets us as invulnerable
ObjectiveDestroyed.OnChangeNodeStatus
Overrides: OnChangeNodeStatus (global)
ObjectiveDestroyed.UpdateShield
Overrides: UTOnslaughtNodeObjective.ObjectiveDestroyed.UpdateShield