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UE3:UTOnslaughtPowernode properties (UT3)

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Contents

;Other member categories for this class::Content defaults

Properties[edit]

ActiveEffectTemplates[edit]

Type: ParticleSystem

Array size: 2

teamcolored effect used when the node is fully constructed and active

AmbientEffect[edit]

Type: ParticleSystemComponent

Modifiers: transient


bCapturedByOrb[edit]

Type: bool

indicates we were last captured by the Orb (different effects get played) - only valid when in Active state

bPlayDamagedEffect[edit]

Type: bool

Modifiers: repnotify

true when damaged effect should be active

bPlayingNecrisEffects[edit]

Type: bool

Necris Capture Node Effects *

CaptureReturnRadius[edit]

Type: float

when we are captured, enemy orbs within this radius are returned

ConstructedCapacity[edit]

Type: float


ConstructingEffectTemplates[edit]

Type: ParticleSystem

Array size: 2

teamcolored effect used when the node is constructing

ControllingFlag[edit]

Type: UTOnslaughtFlag

Modifiers: repnotify

orb for the team that controls the node

DamagedEffect[edit]

Type: ParticleSystemComponent


DamagedEffectTemplates[edit]

Type: ParticleSystem

Array size: 2


DestroyedEffectTemplate[edit]

Type: ParticleSystem

effect used when the node is destroyed

EnemyPrimeAttackAnnouncement[edit]

Type: UTPlayerController.ObjectiveAnnouncementInfo


EnemyPrimeDefendAnnouncement[edit]

Type: UTPlayerController.ObjectiveAnnouncementInfo


EnemyPrimeNodeName[edit]

Type: string

Modifiers: localized


Default value: "Enemy Prime"

EnergySphere[edit]

Type: SkeletalMeshComponent

Modifiers: transient


EnergySphereCollision[edit]

Type: CylinderComponent


FlagLinkEffect[edit]

Type: UTEmitter

emitter that links from this node to the flag when invulnerable

FlagLinkEffectTemplates[edit]

Type: ParticleSystem

Array size: 2

templates for link effect

GlowMaterialInstances[edit]

Type: array<MaterialInstanceConstant>

these have their 'PowerCoreColor' parameter set to the color of the team that owns this node

InvEffectZOffset[edit]

Type: float

offset for the FlagLinkEffect

InvulnerableRadius[edit]

Type: float

when the friendly orb carrier is this close and visible, this node cannot be captured by the enemy

InvulnerableToOrbEffect[edit]

Type: ParticleSystemComponent

teamcolored effect played when local player has the orb and this node cannot be captured

InvulnerableToOrbTemplates[edit]

Type: ParticleSystem

Array size: 2


LastCaptureTime[edit]

Type: float

last time node was captured by an Orb to keep track of invulnerability

LastInvulnerabilityScoreTime[edit]

Type: float


LastUnlinkedWarningTime[edit]

Type: float


Default value: -1000.0

LinkToSockets[edit]

Type: array<name>

Sockets this vehicle can be linked to from

MITV_NecrisCaptureGoo[edit]

Type: MaterialInstanceTimeVarying


MITV_NecrisCapturePipes_FadeIn[edit]

Type: Object.InterpCurveFloat


MITV_NecrisCapturePipes_FadeIn2[edit]

Type: Object.InterpCurveFloat


MITV_NecrisCapturePipesLarge[edit]

Type: MaterialInstanceTimeVarying


MITV_NecrisCapturePipesSmall[edit]

Type: MaterialInstanceTimeVarying


NecrisCapturePipes_FadeOut_Fast[edit]

Type: Object.InterpCurveFloat


NecrisCapturePipesLarge[edit]

Type: StaticMeshComponent


NecrisCapturePipesSmall[edit]

Type: StaticMeshComponent


NecrisCapturePuddle_FadeIn100[edit]

Type: Object.InterpCurveFloat


NecrisCapturePuddle_FadeIn50[edit]

Type: Object.InterpCurveFloat


NecrisCapturePuddle_FadeOut[edit]

Type: Object.InterpCurveFloat


NeutralEffectTemplate[edit]

Type: ParticleSystem

effect used when the node is neutral

NeutralGlowColor[edit]

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

NodeBase[edit]

Type: StaticMeshComponent


NodeBaseSpinner[edit]

Type: StaticMeshComponent

spinning piece rotated in C++ at the same rate as the EnergySphere (YawRotationRate)

NodeConstructionScore[edit]

Type: float


Default value: 2.0

NodeMaterialInstance[edit]

Type: MaterialInstanceConstant


OrbCaptureComponent[edit]

Type: ParticleSystemComponent

System to play when captured by an orb

OrbCaptureInvulnerabilityDuration[edit]

Type: float

special invulnerability to orb capture period granted when the node is first constructed

OrbCaptureScore[edit]

Type: float


Default value: 4.0

OrbCaptureTemplate[edit]

Type: ParticleSystem

Array size: 2

templates for above

OrbHealingPerSecond[edit]

Type: int

when the node becomes invulnerable due to a nearby friendly orb, it is also healed this amount per second

OrbLockScoringInterval[edit]

Type: float


Default value: 10.0

OrbNearbySound[edit]

Type: AudioComponent

Sound to play when orb is nearby

PanelTravelTime[edit]

Type: float

How long does it take for a panel to reach the top of the node

PrimeAttackAnnouncement[edit]

Type: UTPlayerController.ObjectiveAnnouncementInfo


PrimeDefendAnnouncement[edit]

Type: UTPlayerController.ObjectiveAnnouncementInfo


PrimeNodeName[edit]

Type: string

Modifiers: localized

prime node name/announcement override

Default value: "Prime Node"

PSC_NecrisCapture[edit]

Type: UTParticleSystemComponent


PSC_NecrisGooPuddle[edit]

Type: UTParticleSystemComponent


ShieldedActiveEffectTemplates[edit]

Type: ParticleSystem

Array size: 2

teamcolored effect used when the node is fully constructed and shielded

ShieldedEffectTemplates[edit]

Type: ParticleSystem

Array size: 2

teamcolored effect used when the node is shielded

TeamGlowColors[edit]

Type: Object.LinearColor

Array size: 2

the colors to use for the materials

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

Vulnerability[edit]

Type: EVulnerabilityStatus

Modifiers: repnotify

whether or not the node can be captured or damaged

VulnerableEffectTemplates[edit]

Type: ParticleSystem

Array size: 2

teamcolored effect used when the node is vulnerable

YawRotationRate[edit]

Type: float


Default values[edit]

Property Value
AttackAnnouncement
Member Value
AnnouncementText "Attack the Node!"
DefendAnnouncement
Member Value
AnnouncementText "Defend the Node!"
ObjectiveName "Node"

Subobjects[edit]

AmbientComponent[edit]

Class: Engine.AudioComponent

Inherits from: UTOnslaughtPanelNode.AmbientComponent

No new values.

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: UTOnslaughtPanelNode.Arrow

No new values.

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtPanelNode.CollisionCylinder

No new values.

LinkRenderer[edit]

Class: UTGame.LinkRenderingComponent

Inherits from: UTOnslaughtPanelNode.LinkRenderer

No new values.

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: UTOnslaughtPanelNode.PathRenderer

No new values.