My program doesn't have bugs. It just develops random features.
UE3:UTWarfareBarricade (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtSpecialObjective >> UTWarfareBarricade |
- Package:
- UTGame
- Direct subclass:
- UTWarfareBarricade_Concrete
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UTWarfareBarricade'[edit]
bAvalancheBarricadeHack[edit]
Type: bool
Used to keep players and bots from attacking barricades at wrong time
Internal variables[edit]
DestroyedTime[edit]
Type: float
Default value: -1000.0
FakeDamage[edit]
Type: int
Used to check if someone is shooting at me
LastDamageTime[edit]
Type: float
LastWarningTime[edit]
Type: float
NextBarricade[edit]
Type: UTWarfareChildBarricade
ShieldHitSound[edit]
Type: SoundCue
wake up call to fools shooting invalid target :)
TotalDamage[edit]
Type: int
Default values[edit]
Property | Value | ||||
---|---|---|---|---|---|
AttackAnnouncement |
|
||||
bAttackableWhenNodeShielded | True | ||||
bBlockActors | True | ||||
bBlocked | True | ||||
bCollideActors | True | ||||
bInitiallyActive | True | ||||
bMovable | False | ||||
bMustTouchToReach | False | ||||
bProjTarget | True | ||||
bTriggerOnceOnly | True | ||||
DefendAnnouncement |
|
||||
DisabledAnnouncement |
|
||||
MaxBeaconDistance | 4000.0 | ||||
ObjectiveName | "Barricade" |
Subobjects[edit]
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: UTOnslaughtSpecialObjective.Arrow
No new values.
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTOnslaughtSpecialObjective.CollisionCylinder
Property | Value |
---|---|
BlockActors | False |
CollideActors | False |
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: UTOnslaughtSpecialObjective.PathRenderer
No new values.
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: UTOnslaughtSpecialObjective.Sprite
No new values.
Sprite2[edit]
Class: Engine.SpriteComponent
Inherits from: UTOnslaughtSpecialObjective.Sprite2
No new values.
Functions[edit]
Events[edit]
PostRenderFor[edit]
Overrides: Actor.PostRenderFor
PostRenderFor() Hook to allow objectives to render HUD overlays for themselves. Called only if objective was rendered this tick. Assumes that appropriate font has already been set
Reset[edit]
Overrides: UTOnslaughtSpecialObjective.Reset
SetInitialState[edit]
Overrides: UTOnslaughtSpecialObjective.SetInitialState
Other instance functions[edit]
BroadcastObjectiveMessage[edit]
Overrides: UTOnslaughtSpecialObjective.BroadcastObjectiveMessage
broadcasts the requested message index
ClearUnderAttack[edit]
Overrides: UTOnslaughtObjective.ClearUnderAttack
GetHUDOffset[edit]
Overrides: UTGameObjective.GetHUDOffset
RegisterChild[edit]
SetDestroyedTime[edit]
SetDisabled[edit]
Overrides: UTOnslaughtSpecialObjective.SetDisabled
ValidTargetFor[edit]
Overrides: UTOnslaughtSpecialObjective.ValidTargetFor
Check if should respect bAvalancheBarricadeHack
WarnAboutBarricade[edit]
States[edit]
DestroyableObjective[edit]
DestroyableObjective.TakeDamage[edit]
Overrides: UTOnslaughtSpecialObjective.DestroyableObjective.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)
DestroyableObjective.TellBotHowToDisable[edit]
Overrides: UTOnslaughtSpecialObjective.DestroyableObjective.TellBotHowToDisable