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UE3:UTOnslaughtPowernode (UT3)

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Contents

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

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

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTOnslaughtPanelNode.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTOnslaughtPanelNode.ReplicatedEvent


Reset

event Reset ()

Overrides: UTOnslaughtNodeObjective.Reset


SetInitialState

simulated event SetInitialState ()

Overrides: UTOnslaughtNodeObjective.SetInitialState


TakeDamage

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

BecomeActive

function BecomeActive ()

Overrides: UTOnslaughtNodeObjective.BecomeActive


CheckFlag

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

function CheckInvulnerability ()

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

DelayedFindNewObjectives

function DelayedFindNewObjectives ()


DisableObjective

function DisableObjective (Controller InstigatedBy)

Overrides: UTOnslaughtNodeObjective.DisableObjective


DoOrbHealing

function DoOrbHealing ()

heals the node while the friendly orb is nearby

FindNewObjectives

function FindNewObjectives ()

Overrides: UTOnslaughtNodeObjective.FindNewObjectives

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

GetAutoObjectiveActor

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

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

Overrides: UTGameObjective.GetHUDOffset


HealDamage

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

simulated function bool NeedsHealing ()

Overrides: UTGameObjective.NeedsHealing


OnChangeNodeStatus

function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)


ScaleDamage

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

simulated function SetDamagedEffect (bool bShowEffect)

turns on and off the damaged effect

ShouldGrabFlag

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


ShowOrbCaptureVisuals

simulated function ShowOrbCaptureVisuals ()


StopNecrisEffects

simulated function StopNecrisEffects (bool bIncludePipes)


TakeRadiusDamage

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

simulated function bool TeamLink (int TeamNum)

Overrides: UTGameObjective.TeamLink


TellBotHowToDisable

function bool TellBotHowToDisable (UTBot B)

Overrides: UTOnslaughtNodeObjective.TellBotHowToDisable


TellBotHowToHeal

function bool TellBotHowToHeal (UTBot B)

Overrides: UTGameObjective.TellBotHowToHeal


UpdateShield

simulated function UpdateShield (bool bPoweredByEnemy)

Overrides: UTOnslaughtNodeObjective.UpdateShield


VerifyOrbLock

simulated function bool VerifyOrbLock (UTOnslaughtFlag CheckedFlag)


States

ActiveNode

Inherits from: UTOnslaughtPanelNode.ActiveNode

Modifiers: simulated

ActiveNode.Attach

event Attach (Actor Other)

Overrides: Actor.Attach (global)


ActiveNode.BeginState

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

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

function CheckInvulnerability ()

Overrides: CheckInvulnerability (global)

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

ActiveNode.OnChangeNodeStatus

function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)

Overrides: OnChangeNodeStatus (global)


ActiveNode.TarydiumBoost

function TarydiumBoost (float Quantity)

Overrides: UTOnslaughtNodeObjective.TarydiumBoost (global)


ActiveNode.UpdateEffects

simulated function UpdateEffects (bool bPropagate)

Overrides: UTOnslaughtNodeObjective.UpdateEffects (global)


Constructing

Modifiers: simulated

Constructing.Attach

event Attach (Actor Other)

Overrides: Actor.Attach (global)


Constructing.BeginState

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

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

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

event Timer ()

Overrides: Actor.Timer (global)


Constructing.BeamEnabled

simulated function bool BeamEnabled ()

Overrides: UTOnslaughtNodeObjective.BeamEnabled (global)


Constructing.HasHealthBar

simulated function bool HasHealthBar ()

Overrides: UTOnslaughtNodeObjective.HasHealthBar (global)


Constructing.LegitimateTargetOf

function bool LegitimateTargetOf (UTBot B)

Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)


Constructing.OnChangeNodeStatus

function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)

Overrides: OnChangeNodeStatus (global)


Constructing.UpdateEffects

simulated function UpdateEffects (bool bPropagate)

Overrides: UTOnslaughtNodeObjective.UpdateEffects (global)


Constructing.ValidSpawnPointFor

function bool ValidSpawnPointFor (byte TeamIndex)

Overrides: UTGameObjective.ValidSpawnPointFor (global)


DisabledNode

Inherits from: UTOnslaughtNodeObjective.DisabledNode

Modifiers: simulated

DisabledNode.BeginState

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

Inherits from: UTOnslaughtNodeObjective.NeutralNode

Modifiers: simulated

Ignores: DoOrbHealing

NeutralNode.Attach

event Attach (Actor Other)

Overrides: Actor.Attach (global)


NeutralNode.BeginState

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

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

Overrides: Actor.Touch (global)


NeutralNode.CheckInvulnerability

function CheckInvulnerability ()

Overrides: CheckInvulnerability (global)

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

NeutralNode.OnChangeNodeStatus

function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)

Overrides: OnChangeNodeStatus (global)


NeutralNode.TellBotHowToDisable

function bool TellBotHowToDisable (UTBot B)

Overrides: UTOnslaughtNodeObjective.NeutralNode.TellBotHowToDisable


NeutralNode.UpdateEffects

simulated function UpdateEffects (bool bPropagate)

Overrides: UTOnslaughtNodeObjective.UpdateEffects (global)


NeutralNode.UpdateShield

simulated function UpdateShield (bool bPoweredByEnemy)

Overrides: UTOnslaughtNodeObjective.NeutralNode.UpdateShield


ObjectiveDestroyed

Inherits from: UTOnslaughtPanelNode.ObjectiveDestroyed

Modifiers: simulated

Ignores: DoOrbHealing

ObjectiveDestroyed.BeginState

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

function CheckInvulnerability ()

Overrides: CheckInvulnerability (global)

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

ObjectiveDestroyed.OnChangeNodeStatus

function OnChangeNodeStatus (UTSeqAct_ChangeNodeStatus Action)

Overrides: OnChangeNodeStatus (global)


ObjectiveDestroyed.UpdateShield

simulated function UpdateShield (bool bPoweredByEnemy)

Overrides: UTOnslaughtNodeObjective.ObjectiveDestroyed.UpdateShield