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UE3:UTWarfareBarricade (UT3)

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Package: 
UTGame
Direct subclass:
UTWarfareBarricade_Concrete

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

Properties

Property group 'UTWarfareBarricade'

bAvalancheBarricadeHack

Type: bool

Used to keep players and bots from attacking barricades at wrong time

Internal variables

DestroyedTime

Type: float


Default value: -1000.0

FakeDamage

Type: int

Used to check if someone is shooting at me

LastDamageTime

Type: float


LastWarningTime

Type: float


NextBarricade

Type: UTWarfareChildBarricade


ShieldHitSound

Type: SoundCue

wake up call to fools shooting invalid target :)

TotalDamage

Type: int


Default values

Property Value
AttackAnnouncement
Member Value
AnnouncementText "Zerstören Sie die Barrikade!"
bAttackableWhenNodeShielded True
bBlockActors True
bBlocked True
bCollideActors True
bInitiallyActive True
bMovable False
bMustTouchToReach False
bProjTarget True
bTriggerOnceOnly True
DefendAnnouncement
Member Value
AnnouncementText "Verteidigen Sie die Barrikade!"
DisabledAnnouncement
Member Value
AnnouncementText "Barrikade zerstört!"
MaxBeaconDistance 4000.0
ObjectiveName "Barrikade"

Subobjects

Arrow

Class: Engine.ArrowComponent

Inherits from: UTOnslaughtSpecialObjective.Arrow

No new values.

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTOnslaughtSpecialObjective.CollisionCylinder

Property Value
BlockActors False
CollideActors False

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: UTOnslaughtSpecialObjective.PathRenderer

No new values.

Sprite

Class: Engine.SpriteComponent

Inherits from: UTOnslaughtSpecialObjective.Sprite

No new values.

Sprite2

Class: Engine.SpriteComponent

Inherits from: UTOnslaughtSpecialObjective.Sprite2

No new values.

Functions

Events

PostRenderFor

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

event Reset ()

Overrides: UTOnslaughtSpecialObjective.Reset


SetInitialState

simulated event SetInitialState ()

Overrides: UTOnslaughtSpecialObjective.SetInitialState


Other instance functions

BroadcastObjectiveMessage

function BroadcastObjectiveMessage (int Switch)

Overrides: UTOnslaughtSpecialObjective.BroadcastObjectiveMessage

broadcasts the requested message index

ClearUnderAttack

simulated function ClearUnderAttack ()

Overrides: UTOnslaughtObjective.ClearUnderAttack


GetHUDOffset

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

Overrides: UTGameObjective.GetHUDOffset


RegisterChild

simulated function RegisterChild (UTWarfareChildBarricade B)


SetDestroyedTime

simulated function SetDestroyedTime ()


SetDisabled

simulated function SetDisabled (bool bNewValue)

Overrides: UTOnslaughtSpecialObjective.SetDisabled


ValidTargetFor

simulated function bool ValidTargetFor (Controller C)

Overrides: UTOnslaughtSpecialObjective.ValidTargetFor

Check if should respect bAvalancheBarricadeHack

WarnAboutBarricade

function WarnAboutBarricade (UTPlayerController InstigatedBy)


States

DestroyableObjective

DestroyableObjective.TakeDamage

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

function bool TellBotHowToDisable (UTBot B)

Overrides: UTOnslaughtSpecialObjective.DestroyableObjective.TellBotHowToDisable