There is no spoon

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

Property group 'AI'

bNeverDefend

Type: bool

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

Property group 'Announcements'

bOnlyAnnounceToDefense

Type: bool

if set, announcements only sent to defending team

DisabledAnnouncement

Type: UTPlayerController.ObjectiveAnnouncementInfo

announcement played when this objective is disabled

UnderAttackAnnouncement

Type: UTPlayerController.ObjectiveAnnouncementInfo

announcement played when this objective is attacked

Property group 'ControllingNode'

ControllingNode

Type: UTOnslaughtNodeObjective

node that is associated with this objective

Property group 'Touch'

HoldTime

Type: float

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

Property group 'UTOnslaughtSpecialObjective'

bAttackableWhenNodeShielded

Type: bool

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

bInitiallyActive

Type: bool

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

bMustCompleteToAttackNode

Type: bool

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

bReactivateOnUntouch

Type: bool

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

bTeamControlled

Type: bool

disabling changes the objectives team rather than removing it

bTriggerOnceOnly

Type: bool

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

ObjectiveType

Type: EObjectiveType


RequiredPawnClass

Type: class<Pawn>

class of pawn that must be used to complete this objective

Internal variables

bActive

Type: bool


bDisabled

Type: bool

Modifiers: repnotify

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

bIsCritical

Type: bool

Set when Attackers are located in the 'Critical Volume'

bOldCritical

Type: bool


bPlayCriticalAssaultAlarm

Type: bool


Default value: True

DisabledBy

Type: PlayerReplicationInfo


LastWarnTime

Type: float


Touchers

Type: array<Pawn>

pawns currently touching the objective

Default values

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

Arrow

Class: Engine.ArrowComponent

Inherits from: UTOnslaughtObjective.Arrow

No new values.

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtObjective.CollisionCylinder

Property Value
BlockActors True
CollideActors True

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: UTOnslaughtObjective.PathRenderer

No new values.

Sprite

Class: Engine.SpriteComponent

Inherits from: UTOnslaughtObjective.Sprite

No new values.

Sprite2

Class: Engine.SpriteComponent

Inherits from: UTOnslaughtObjective.Sprite2

No new values.

Enums

EObjectiveType

OBJ_Destroyable 
OBJ_Touch 

Functions

Events

IsActive

simulated event bool IsActive ()

Overrides: UTOnslaughtObjective.IsActive


IsCritical

simulated event bool IsCritical ()

Overrides: UTOnslaughtObjective.IsCritical

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

PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTGameObjective.ReplicatedEvent


Reset

event Reset ()

Overrides: UTGameObjective.Reset


SetInitialState

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


Other instance functions

BroadcastObjectiveMessage

function BroadcastObjectiveMessage (int Switch)

broadcasts the requested message index

CanBeDisabledBy

function bool CanBeDisabledBy (Controller Disabler)

Returns:

whether this objective can be disabled by the specified controller

CheckActivate

function CheckActivate ()


CheckBotPawnClass

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

function CheckPlayCriticalAlarm ()


DisableObjective

function DisableObjective (Controller InstigatorController)


GetObjectiveProgress

simulated function float GetObjectiveProgress ()


OnSetBotsMustComplete

function OnSetBotsMustComplete (UTSeqAct_SetBotsMustComplete Action)


OnToggle

function OnToggle (SeqAct_Toggle InAction)

Overrides: NavigationPoint.OnToggle

Toggle the blocked state of a navigation point.

SetActive

function SetActive (bool bActiveStatus)


SetCriticalStatus

function SetCriticalStatus (bool bNewCriticalStatus)


SetDisabled

simulated function SetDisabled (bool bNewValue)


SetUnderAttack

function SetUnderAttack (bool bNewUnderAttack)

Overrides: UTOnslaughtObjective.SetUnderAttack


ValidSpawnPointFor

function bool ValidSpawnPointFor (byte TeamIndex)

Overrides: UTGameObjective.ValidSpawnPointFor


ValidTargetFor

simulated function bool ValidTargetFor (Controller C)


States

DestroyableObjective

DestroyableObjective.BeginState

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

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

simulated event bool IsCritical ()

Overrides: IsCritical (global)

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

DestroyableObjective.Reset

event Reset ()

Overrides: Reset (global)


DestroyableObjective.TakeDamage

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

simulated function float GetObjectiveProgress ()

Overrides: GetObjectiveProgress (global)


DestroyableObjective.GetShootTarget

function Actor GetShootTarget ()


DestroyableObjective.HealDamage

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

function bool LegitimateTargetOf (UTBot B)

Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)


DestroyableObjective.NearObjective

function bool NearObjective (Pawn P)

Overrides: UTGameObjective.NearObjective (global)


DestroyableObjective.NeedsHealing

simulated function bool NeedsHealing ()

Overrides: UTGameObjective.NeedsHealing (global)


DestroyableObjective.Shootable

function bool Shootable ()

Overrides: UTGameObjective.Shootable (global)


DestroyableObjective.TeamLink

simulated function bool TeamLink (int TeamNum)

Overrides: UTGameObjective.TeamLink (global)


DestroyableObjective.TellBotHowToDisable

function bool TellBotHowToDisable (UTBot B)

Overrides: UTGameObjective.TellBotHowToDisable (global)


DestroyableObjective.TellBotHowToHeal

function bool TellBotHowToHeal (UTBot B)

Overrides: UTGameObjective.TellBotHowToHeal (global)


DisabledObjective

DisabledObjective.BeginState

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

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

function SetActive (bool bActiveStatus)

Overrides: SetActive (global)


TouchObjective

TouchObjective.BeginState

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

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

event Reset ()

Overrides: Reset (global)


TouchObjective.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


TouchObjective.Touch

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

Overrides: Actor.Touch (global)


TouchObjective.UnTouch

event UnTouch (Actor Other)

Overrides: Actor.UnTouch (global)


TouchObjective.GetObjectiveProgress

simulated function float GetObjectiveProgress ()

Overrides: GetObjectiveProgress (global)


TouchObjective.TellBotHowToDisable

function bool TellBotHowToDisable (UTBot B)

Overrides: UTGameObjective.TellBotHowToDisable (global)