I'm a doctor, not a mechanic

UE3:UTOnslaughtSpecialObjective (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtSpecialObjective

Contents

Package: 
UTGame
Direct subclass:
UTWarfareBarricade

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'AI'[edit]

bNeverDefend[edit]

Type: bool

if set friendly AI ignores this objective (useful if want to share DefensePoints with ControllingNode, for example)

Property group 'Announcements'[edit]

bOnlyAnnounceToDefense[edit]

Type: bool

if set, announcements only sent to defending team

DisabledAnnouncement[edit]

Type: UTPlayerController.ObjectiveAnnouncementInfo

announcement played when this objective is disabled

UnderAttackAnnouncement[edit]

Type: UTPlayerController.ObjectiveAnnouncementInfo

announcement played when this objective is attacked

Property group 'ControllingNode'[edit]

ControllingNode[edit]

Type: UTOnslaughtNodeObjective

node that is associated with this objective

Property group 'Touch'[edit]

HoldTime[edit]

Type: float

for touch objectives, how long it must be touched before it is considered complete

Property group 'UTOnslaughtSpecialObjective'[edit]

bAttackableWhenNodeShielded[edit]

Type: bool

whether this objective can be attacked when the controlling node is not powered by the enemy

bInitiallyActive[edit]

Type: bool

for objectives with no ControllingNode, whether this node starts active (otherwise, ControllingNode handles it)

bMustCompleteToAttackNode[edit]

Type: bool

bot flag; indicates this objective must be completed before it's possible to attack the controlling node

bReactivateOnUntouch[edit]

Type: bool

touch objectives only: if set, becomes un-disabled if everyone stops touching it

bTeamControlled[edit]

Type: bool

disabling changes the objectives team rather than removing it

bTriggerOnceOnly[edit]

Type: bool

objective can only be disabled once per game (won't reset if ControllingNode changes hands, etc)

ObjectiveType[edit]

Type: EObjectiveType


RequiredPawnClass[edit]

Type: class<Pawn>

class of pawn that must be used to complete this objective

Internal variables[edit]

bActive[edit]

Type: bool


bDisabled[edit]

Type: bool

Modifiers: repnotify

true when objective has been completed/disabled/reached/destroyed

bIsCritical[edit]

Type: bool

Set when Attackers are located in the 'Critical Volume'

bOldCritical[edit]

Type: bool


bPlayCriticalAssaultAlarm[edit]

Type: bool


Default value: True

DisabledBy[edit]

Type: PlayerReplicationInfo


LastWarnTime[edit]

Type: float


Touchers[edit]

Type: array<Pawn>

pawns currently touching the objective

Default values[edit]

Property Value
bAlwaysRelevant True
bNotBased True
DamageCapacity 1000.0
Health 1000.0
IconHudTexture None
MessageClass Class'UTGame.UTSpecialObjectiveStatusMessage'
RemoteRole ROLE_SimulatedProxy
SupportedEvents[0] Class'UTGame.UTSeqEvent_ObjectiveCompleted'
SupportedEvents[1] Class'Engine.SeqEvent_TakeDamage'
SupportedEvents[2] Class'Engine.SeqEvent_Touch'

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: UTOnslaughtObjective.Arrow

No new values.

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtObjective.CollisionCylinder

Property Value
BlockActors True
CollideActors True

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: UTOnslaughtObjective.PathRenderer

No new values.

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: UTOnslaughtObjective.Sprite

No new values.

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: UTOnslaughtObjective.Sprite2

No new values.

Enums[edit]

EObjectiveType[edit]

OBJ_Destroyable 
OBJ_Touch 

Functions[edit]

Events[edit]

IsActive[edit]

simulated event bool IsActive ()

Overrides: UTOnslaughtObjective.IsActive


IsCritical[edit]

simulated event bool IsCritical ()

Overrides: UTOnslaughtObjective.IsCritical

Onslaught Objectives are considered critical if their health is < 20% of max

PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTGameObjective.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: UTGameObjective.Reset


SetInitialState[edit]

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


Other instance functions[edit]

BroadcastObjectiveMessage[edit]

function BroadcastObjectiveMessage (int Switch)

broadcasts the requested message index

CanBeDisabledBy[edit]

function bool CanBeDisabledBy (Controller Disabler)

Returns:

whether this objective can be disabled by the specified controller

CheckActivate[edit]

function CheckActivate ()


CheckBotPawnClass[edit]

function bool CheckBotPawnClass (UTBot B, out byte bFoundVehicle)

checks if the bot has the pawn class required

Parameters:

  • bFoundVehicle - out) - set to 1 if we require a certain vehicle and were able to tell the bot how to get one

Returns:

whether the bot's pawn is of the required class

CheckPlayCriticalAlarm[edit]

function CheckPlayCriticalAlarm ()


DisableObjective[edit]

function DisableObjective (Controller InstigatorController)


GetObjectiveProgress[edit]

simulated function float GetObjectiveProgress ()


OnSetBotsMustComplete[edit]

function OnSetBotsMustComplete (UTSeqAct_SetBotsMustComplete Action)


OnToggle[edit]

function OnToggle (SeqAct_Toggle InAction)

Overrides: NavigationPoint.OnToggle

Toggle the blocked state of a navigation point.

SetActive[edit]

function SetActive (bool bActiveStatus)


SetCriticalStatus[edit]

function SetCriticalStatus (bool bNewCriticalStatus)


SetDisabled[edit]

simulated function SetDisabled (bool bNewValue)


SetUnderAttack[edit]

function SetUnderAttack (bool bNewUnderAttack)

Overrides: UTOnslaughtObjective.SetUnderAttack


ValidSpawnPointFor[edit]

function bool ValidSpawnPointFor (byte TeamIndex)

Overrides: UTGameObjective.ValidSpawnPointFor


ValidTargetFor[edit]

simulated function bool ValidTargetFor (Controller C)


States[edit]

DestroyableObjective[edit]

DestroyableObjective.BeginState[edit]

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).

DestroyableObjective.EndState[edit]

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.

DestroyableObjective.IsCritical[edit]

simulated event bool IsCritical ()

Overrides: IsCritical (global)

Onslaught Objectives are considered critical if their health is < 20% of max

DestroyableObjective.Reset[edit]

event Reset ()

Overrides: Reset (global)


DestroyableObjective.TakeDamage[edit]

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

Overrides: Actor.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)

DestroyableObjective.GetObjectiveProgress[edit]

simulated function float GetObjectiveProgress ()

Overrides: GetObjectiveProgress (global)


DestroyableObjective.GetShootTarget[edit]

function Actor GetShootTarget ()


DestroyableObjective.HealDamage[edit]

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

Overrides: Actor.HealDamage (global)

(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

DestroyableObjective.LegitimateTargetOf[edit]

function bool LegitimateTargetOf (UTBot B)

Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)


DestroyableObjective.NearObjective[edit]

function bool NearObjective (Pawn P)

Overrides: UTGameObjective.NearObjective (global)


DestroyableObjective.NeedsHealing[edit]

simulated function bool NeedsHealing ()

Overrides: UTGameObjective.NeedsHealing (global)


DestroyableObjective.Shootable[edit]

function bool Shootable ()

Overrides: UTGameObjective.Shootable (global)


DestroyableObjective.TeamLink[edit]

simulated function bool TeamLink (int TeamNum)

Overrides: UTGameObjective.TeamLink (global)


DestroyableObjective.TellBotHowToDisable[edit]

function bool TellBotHowToDisable (UTBot B)

Overrides: UTGameObjective.TellBotHowToDisable (global)


DestroyableObjective.TellBotHowToHeal[edit]

function bool TellBotHowToHeal (UTBot B)

Overrides: UTGameObjective.TellBotHowToHeal (global)


DisabledObjective[edit]

DisabledObjective.BeginState[edit]

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).

DisabledObjective.EndState[edit]

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.

DisabledObjective.SetActive[edit]

function SetActive (bool bActiveStatus)

Overrides: SetActive (global)


TouchObjective[edit]

TouchObjective.BeginState[edit]

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).

TouchObjective.EndState[edit]

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.

TouchObjective.Reset[edit]

event Reset ()

Overrides: Reset (global)


TouchObjective.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


TouchObjective.Touch[edit]

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

Overrides: Actor.Touch (global)


TouchObjective.UnTouch[edit]

event UnTouch (Actor Other)

Overrides: Actor.UnTouch (global)


TouchObjective.GetObjectiveProgress[edit]

simulated function float GetObjectiveProgress ()

Overrides: GetObjectiveProgress (global)


TouchObjective.TellBotHowToDisable[edit]

function bool TellBotHowToDisable (UTBot B)

Overrides: UTGameObjective.TellBotHowToDisable (global)