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UE3:UTOnslaughtSpecialObjective (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtSpecialObjective |
Contents
- 1 Properties
- 2 Enums
- 3 Functions
- 3.1 Events
- 3.2 Other instance functions
- 3.2.1 BroadcastObjectiveMessage
- 3.2.2 CanBeDisabledBy
- 3.2.3 CheckActivate
- 3.2.4 CheckBotPawnClass
- 3.2.5 CheckPlayCriticalAlarm
- 3.2.6 DisableObjective
- 3.2.7 GetObjectiveProgress
- 3.2.8 OnSetBotsMustComplete
- 3.2.9 OnToggle
- 3.2.10 SetActive
- 3.2.11 SetCriticalStatus
- 3.2.12 SetDisabled
- 3.2.13 SetUnderAttack
- 3.2.14 ValidSpawnPointFor
- 3.2.15 ValidTargetFor
- 4 States
- 4.1 DestroyableObjective
- 4.1.1 DestroyableObjective.BeginState
- 4.1.2 DestroyableObjective.EndState
- 4.1.3 DestroyableObjective.IsCritical
- 4.1.4 DestroyableObjective.Reset
- 4.1.5 DestroyableObjective.TakeDamage
- 4.1.6 DestroyableObjective.GetObjectiveProgress
- 4.1.7 DestroyableObjective.GetShootTarget
- 4.1.8 DestroyableObjective.HealDamage
- 4.1.9 DestroyableObjective.LegitimateTargetOf
- 4.1.10 DestroyableObjective.NearObjective
- 4.1.11 DestroyableObjective.NeedsHealing
- 4.1.12 DestroyableObjective.Shootable
- 4.1.13 DestroyableObjective.TeamLink
- 4.1.14 DestroyableObjective.TellBotHowToDisable
- 4.1.15 DestroyableObjective.TellBotHowToHeal
- 4.2 DisabledObjective
- 4.3 TouchObjective
- 4.1 DestroyableObjective
- Package:
- UTGame
- Direct subclass:
- UTWarfareBarricade
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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
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
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
Overrides: UTOnslaughtObjective.IsActive
IsCritical
Overrides: UTOnslaughtObjective.IsCritical
Onslaught Objectives are considered critical if their health is < 20% of max
PreBeginPlay
Overrides: Actor.PreBeginPlay
ReplicatedEvent
Overrides: UTGameObjective.ReplicatedEvent
Reset
Overrides: UTGameObjective.Reset
SetInitialState
Overrides: Actor.SetInitialState
Other instance functions
BroadcastObjectiveMessage
broadcasts the requested message index
CanBeDisabledBy
Returns:
- whether this objective can be disabled by the specified controller
CheckActivate
CheckBotPawnClass
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
DisableObjective
GetObjectiveProgress
OnSetBotsMustComplete
OnToggle
Overrides: NavigationPoint.OnToggle
Toggle the blocked state of a navigation point.
SetActive
SetCriticalStatus
SetDisabled
SetUnderAttack
Overrides: UTOnslaughtObjective.SetUnderAttack
ValidSpawnPointFor
Overrides: UTGameObjective.ValidSpawnPointFor
ValidTargetFor
States
DestroyableObjective
DestroyableObjective.BeginState
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
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
Overrides: IsCritical (global)
Onslaught Objectives are considered critical if their health is < 20% of max
DestroyableObjective.Reset
Overrides: Reset (global)
DestroyableObjective.TakeDamage
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
Overrides: GetObjectiveProgress (global)
DestroyableObjective.GetShootTarget
DestroyableObjective.HealDamage
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
Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)
DestroyableObjective.NearObjective
Overrides: UTGameObjective.NearObjective (global)
DestroyableObjective.NeedsHealing
Overrides: UTGameObjective.NeedsHealing (global)
DestroyableObjective.Shootable
Overrides: UTGameObjective.Shootable (global)
DestroyableObjective.TeamLink
Overrides: UTGameObjective.TeamLink (global)
DestroyableObjective.TellBotHowToDisable
Overrides: UTGameObjective.TellBotHowToDisable (global)
DestroyableObjective.TellBotHowToHeal
Overrides: UTGameObjective.TellBotHowToHeal (global)
DisabledObjective
DisabledObjective.BeginState
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
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
Overrides: SetActive (global)
TouchObjective
TouchObjective.BeginState
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
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
Overrides: Reset (global)
TouchObjective.Tick
Overrides: Actor.Tick (global)
TouchObjective.Touch
Overrides: Actor.Touch (global)
TouchObjective.UnTouch
Overrides: Actor.UnTouch (global)
TouchObjective.GetObjectiveProgress
Overrides: GetObjectiveProgress (global)
TouchObjective.TellBotHowToDisable
Overrides: UTGameObjective.TellBotHowToDisable (global)