I don't need to test my programs. I have an error-correcting modem.
UE3:UTWarfareBarricade (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtSpecialObjective >> UTWarfareBarricade |
- Package:
- UTGame
- Direct subclass:
- UTWarfareBarricade_Concrete
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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 |
|
||||
bAttackableWhenNodeShielded | True | ||||
bBlockActors | True | ||||
bBlocked | True | ||||
bCollideActors | True | ||||
bInitiallyActive | True | ||||
bMovable | False | ||||
bMustTouchToReach | False | ||||
bProjTarget | True | ||||
bTriggerOnceOnly | True | ||||
DefendAnnouncement |
|
||||
DisabledAnnouncement |
|
||||
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
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
Overrides: UTOnslaughtSpecialObjective.Reset
SetInitialState
Overrides: UTOnslaughtSpecialObjective.SetInitialState
Other instance functions
BroadcastObjectiveMessage
Overrides: UTOnslaughtSpecialObjective.BroadcastObjectiveMessage
broadcasts the requested message index
ClearUnderAttack
Overrides: UTOnslaughtObjective.ClearUnderAttack
GetHUDOffset
Overrides: UTGameObjective.GetHUDOffset
RegisterChild
SetDestroyedTime
SetDisabled
Overrides: UTOnslaughtSpecialObjective.SetDisabled
ValidTargetFor
Overrides: UTOnslaughtSpecialObjective.ValidTargetFor
Check if should respect bAvalancheBarricadeHack
WarnAboutBarricade
States
DestroyableObjective
DestroyableObjective.TakeDamage
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
Overrides: UTOnslaughtSpecialObjective.DestroyableObjective.TellBotHowToDisable