Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Difference between revisions of "UE3:UTWarfareBarricade (UT3)"

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|-
 
| AnnouncementText
 
| AnnouncementText
| "Zerstören Sie die Barrikade!"
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| "Destroy the barricade."
 
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|-
 
|-
 
| AnnouncementText
 
| AnnouncementText
| "Verteidigen Sie die Barrikade!"
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| "Defend the barricade."
 
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|-
 
|-
 
| AnnouncementText
 
| AnnouncementText
| "Barrikade zerstört!"
+
| "Barricade destroyed!"
 
|}
 
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|-
 
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| {{tl|ObjectiveName||UTGameObjective}}
 
| {{tl|ObjectiveName||UTGameObjective}}
| "Barrikade"
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| "Barricade"
 
|}
 
|}
  

Latest revision as of 07:40, 23 May 2008

Package: 
UTGame
Direct subclass:
UTWarfareBarricade_Concrete

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
Member Value
AnnouncementText "Destroy the barricade."
bAttackableWhenNodeShielded True
bBlockActors True
bBlocked True
bCollideActors True
bInitiallyActive True
bMovable False
bMustTouchToReach False
bProjTarget True
bTriggerOnceOnly True
DefendAnnouncement
Member Value
AnnouncementText "Defend the barricade."
DisabledAnnouncement
Member Value
AnnouncementText "Barricade destroyed!"
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]

simulated event PostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

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]

event Reset ()

Overrides: UTOnslaughtSpecialObjective.Reset


SetInitialState[edit]

simulated event SetInitialState ()

Overrides: UTOnslaughtSpecialObjective.SetInitialState


Other instance functions[edit]

BroadcastObjectiveMessage[edit]

function BroadcastObjectiveMessage (int Switch)

Overrides: UTOnslaughtSpecialObjective.BroadcastObjectiveMessage

broadcasts the requested message index

ClearUnderAttack[edit]

simulated function ClearUnderAttack ()

Overrides: UTOnslaughtObjective.ClearUnderAttack


GetHUDOffset[edit]

simulated function Object.Vector GetHUDOffset (PlayerController PC, Canvas Canvas)

Overrides: UTGameObjective.GetHUDOffset


RegisterChild[edit]

simulated function RegisterChild (UTWarfareChildBarricade B)


SetDestroyedTime[edit]

simulated function SetDestroyedTime ()


SetDisabled[edit]

simulated function SetDisabled (bool bNewValue)

Overrides: UTOnslaughtSpecialObjective.SetDisabled


ValidTargetFor[edit]

simulated function bool ValidTargetFor (Controller C)

Overrides: UTOnslaughtSpecialObjective.ValidTargetFor

Check if should respect bAvalancheBarricadeHack

WarnAboutBarricade[edit]

function WarnAboutBarricade (UTPlayerController InstigatedBy)


States[edit]

DestroyableObjective[edit]

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: 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]

function bool TellBotHowToDisable (UTBot B)

Overrides: UTOnslaughtSpecialObjective.DestroyableObjective.TellBotHowToDisable