I'm a doctor, not a mechanic

UE3:UTOnslaughtPowernode (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 03:31, 23 July 2008 by Wormbo (Talk | contribs) (added native code snippet posted by Steve Polge)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Contents

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]

simulated native function Object.Vector GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc) const

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]

simulated event PostBeginPlay ()

Overrides: UTOnslaughtPanelNode.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTOnslaughtPanelNode.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: UTOnslaughtNodeObjective.Reset


SetInitialState[edit]

simulated event SetInitialState ()

Overrides: UTOnslaughtNodeObjective.SetInitialState


TakeDamage[edit]

simulated event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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]

function BecomeActive ()

Overrides: UTOnslaughtNodeObjective.BecomeActive


CheckFlag[edit]

function bool CheckFlag (Pawn P)

check if the given Pawn has an enemy orb and if so, takes over this node for that player's team

CheckInvulnerability[edit]

function CheckInvulnerability ()

checks for the presence of the friendly orb and sets us as invulnerable

DelayedFindNewObjectives[edit]

function DelayedFindNewObjectives ()


DisableObjective[edit]

function DisableObjective (Controller InstigatedBy)

Overrides: UTOnslaughtNodeObjective.DisableObjective


DoOrbHealing[edit]

function DoOrbHealing ()

heals the node while the friendly orb is nearby

FindNewObjectives[edit]

function FindNewObjectives ()

Overrides: UTOnslaughtNodeObjective.FindNewObjectives

calls FindNewObjectives() on the GameInfo; separated out for subclasses

GetAutoObjectiveActor[edit]

function Actor GetAutoObjectiveActor (UTPlayerController PC)

Overrides: UTOnslaughtNodeObjective.GetAutoObjectiveActor

(Description copied from UTGameObjective.GetAutoObjectiveActor)


Returns:

the actor that the given player should use to complete this objective

GetHUDOffset[edit]

simulated function Object.Vector GetHUDOffset (PlayerController PC, Canvas Canvas)

Overrides: UTGameObjective.GetHUDOffset


HealDamage[edit]

function bool HealDamage (int Amount, Controller Healer, class<DamageTypeDamageType)

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]

simulated function bool NeedsHealing ()

Overrides: UTGameObjective.NeedsHealing


OnChangeNodeStatus[edit]

function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)


ScaleDamage[edit]

simulated function ScaleDamage (out int Damage, Controller InstigatedBy, class<DamageTypeDamageType)

Overrides: UTOnslaughtNodeObjective.ScaleDamage

applies any scaling factors to damage we're about to take

SetDamagedEffect[edit]

simulated function SetDamagedEffect (bool bShowEffect)

turns on and off the damaged effect

ShouldGrabFlag[edit]

function bool ShouldGrabFlag (UTOnslaughtSquadAI ONSSquadAI, UTBot B, float Dist)


ShowOrbCaptureVisuals[edit]

simulated function ShowOrbCaptureVisuals ()


StopNecrisEffects[edit]

simulated function StopNecrisEffects (bool bIncludePipes)


TakeRadiusDamage[edit]

simulated function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, bool bFullDamage, optional Actor DamageCauser)

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]

simulated function bool TeamLink (int TeamNum)

Overrides: UTGameObjective.TeamLink


TellBotHowToDisable[edit]

function bool TellBotHowToDisable (UTBot B)

Overrides: UTOnslaughtNodeObjective.TellBotHowToDisable


TellBotHowToHeal[edit]

function bool TellBotHowToHeal (UTBot B)

Overrides: UTGameObjective.TellBotHowToHeal


UpdateShield[edit]

simulated function UpdateShield (bool bPoweredByEnemy)

Overrides: UTOnslaughtNodeObjective.UpdateShield


VerifyOrbLock[edit]

simulated function bool VerifyOrbLock (UTOnslaughtFlag CheckedFlag)


States[edit]

ActiveNode[edit]

Inherits from: UTOnslaughtPanelNode.ActiveNode

Modifiers: simulated

ActiveNode.Attach[edit]

event Attach (Actor Other)

Overrides: Actor.Attach (global)


ActiveNode.BeginState[edit]

simulated event BeginState (name PreviousStateName)

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]

simulated event EndState (name NextStateName)

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]

function CheckInvulnerability ()

Overrides: CheckInvulnerability (global)

checks for the presence of the friendly orb and sets us as invulnerable

ActiveNode.OnChangeNodeStatus[edit]

function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)

Overrides: OnChangeNodeStatus (global)


ActiveNode.TarydiumBoost[edit]

function TarydiumBoost (float Quantity)

Overrides: UTOnslaughtNodeObjective.TarydiumBoost (global)


ActiveNode.UpdateEffects[edit]

simulated function UpdateEffects (bool bPropagate)

Overrides: UTOnslaughtNodeObjective.UpdateEffects (global)


Constructing[edit]

Modifiers: simulated

Constructing.Attach[edit]

event Attach (Actor Other)

Overrides: Actor.Attach (global)


Constructing.BeginState[edit]

simulated event BeginState (name PreviousStateName)

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]

simulated event EndState (name NextStateName)

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]

simulated event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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]

event Timer ()

Overrides: Actor.Timer (global)


Constructing.BeamEnabled[edit]

simulated function bool BeamEnabled ()

Overrides: UTOnslaughtNodeObjective.BeamEnabled (global)


Constructing.HasHealthBar[edit]

simulated function bool HasHealthBar ()

Overrides: UTOnslaughtNodeObjective.HasHealthBar (global)


Constructing.LegitimateTargetOf[edit]

function bool LegitimateTargetOf (UTBot B)

Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)


Constructing.OnChangeNodeStatus[edit]

function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)

Overrides: OnChangeNodeStatus (global)


Constructing.UpdateEffects[edit]

simulated function UpdateEffects (bool bPropagate)

Overrides: UTOnslaughtNodeObjective.UpdateEffects (global)


Constructing.ValidSpawnPointFor[edit]

function bool ValidSpawnPointFor (byte TeamIndex)

Overrides: UTGameObjective.ValidSpawnPointFor (global)


DisabledNode[edit]

Inherits from: UTOnslaughtNodeObjective.DisabledNode

Modifiers: simulated

DisabledNode.BeginState[edit]

simulated event BeginState (name PreviousStateName)

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

Ignores: DoOrbHealing

NeutralNode.Attach[edit]

event Attach (Actor Other)

Overrides: Actor.Attach (global)


NeutralNode.BeginState[edit]

simulated event BeginState (name PreviousStateName)

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]

event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch (global)


NeutralNode.CheckInvulnerability[edit]

function CheckInvulnerability ()

Overrides: CheckInvulnerability (global)

checks for the presence of the friendly orb and sets us as invulnerable

NeutralNode.OnChangeNodeStatus[edit]

function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)

Overrides: OnChangeNodeStatus (global)


NeutralNode.TellBotHowToDisable[edit]

function bool TellBotHowToDisable (UTBot B)

Overrides: UTOnslaughtNodeObjective.NeutralNode.TellBotHowToDisable


NeutralNode.UpdateEffects[edit]

simulated function UpdateEffects (bool bPropagate)

Overrides: UTOnslaughtNodeObjective.UpdateEffects (global)


NeutralNode.UpdateShield[edit]

simulated function UpdateShield (bool bPoweredByEnemy)

Overrides: UTOnslaughtNodeObjective.NeutralNode.UpdateShield


ObjectiveDestroyed[edit]

Inherits from: UTOnslaughtPanelNode.ObjectiveDestroyed

Modifiers: simulated

Ignores: DoOrbHealing

ObjectiveDestroyed.BeginState[edit]

simulated event BeginState (name PreviousStateName)

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]

function CheckInvulnerability ()

Overrides: CheckInvulnerability (global)

checks for the presence of the friendly orb and sets us as invulnerable

ObjectiveDestroyed.OnChangeNodeStatus[edit]

function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)

Overrides: OnChangeNodeStatus (global)


ObjectiveDestroyed.UpdateShield[edit]

simulated function UpdateShield (bool bPoweredByEnemy)

Overrides: UTOnslaughtNodeObjective.ObjectiveDestroyed.UpdateShield