UE3:UTOnslaughtPowerCore (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective >> UTOnslaughtPanelNode >> UTOnslaughtPowerCore |
- Package:
- UTGame
- Direct subclass:
- UTOnslaughtPowerCore_Content
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'UTOnslaughtPowerCore'
bNecrisCore
Type: bool
if set, the team that controls this core is the Necris team (can affect what vehicle factories will activate for this team)
bNeverAttack
Type: bool
If true, bots and player orders will never be to attack this core, but rather to hold a prime node
bNoCoreSwitch
Type: bool
If true, don't switch cores between rounds
bOnlyLeviathanAttack
Type: bool
Only leviathan should attack this core
bReverseForThisCore
Type: bool
if true, vehicle factories reverse vehicle spawns when controlled by this core's team
EnergyEffectLight
Type: PointLightComponent
dynamic powercore light
Internal variables
See UTOnslaughtPowerCore internal variables.
Default values
Property | Value | ||||
---|---|---|---|---|---|
AttackAnnouncement |
| ||||
DefendAnnouncement |
| ||||
DestroyedStinger | 15 | ||||
ObjectiveName | "PowerCore" |
Subobjects
AmbientComponent
Class: Engine.AudioComponent
Inherits from: UTOnslaughtPanelNode.AmbientComponent
No new values.
Arrow
Class: Engine.ArrowComponent
Inherits from: UTOnslaughtPanelNode.Arrow
No new values.
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTOnslaughtPanelNode.CollisionCylinder
No new values.
LinkRenderer
Class: UTGame.LinkRenderingComponent
Inherits from: UTOnslaughtPanelNode.LinkRenderer
No new values.
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: UTOnslaughtPanelNode.PathRenderer
No new values.
Structs
EnergyEffectInfo
Modifiers: native
sparking energy effects visible when the core is vulnerable
- ParticleSystemComponent Effect
- reference to the effect component
- name CurrentEndPointBones[2]
- current bones used for the effect endpoints
Functions
Native functions
GetTargetLocation
Overrides: Actor.GetTargetLocation
(Description copied from Actor.GetTargetLocation)
Parameters:
- RequestedBy - the Actor requesting the target location
- bRequestAlternateLoc - optional) - return a secondary target location if there are multiple
Returns:
- the optimal location to fire weapons at this actor
Events
PostBeginPlay
Overrides: UTOnslaughtPanelNode.PostBeginPlay
ReplicatedEvent
Overrides: UTOnslaughtPanelNode.ReplicatedEvent
SetInitialState
Overrides: UTOnslaughtNodeObjective.SetInitialState
TakeDamage
Overrides: UTOnslaughtPanelNode.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)
Other instance functions
BroadcastAttackNotification
Overrides: UTOnslaughtNodeObjective.BroadcastAttackNotification
DisableObjective
Overrides: UTOnslaughtNodeObjective.DisableObjective
FailedLinkHeal
Overrides: UTOnslaughtObjective.FailedLinkHeal
GetHUDOffset
Overrides: UTGameObjective.GetHUDOffset
GetHumanReadableName
Overrides: UTGameObjective.GetHumanReadableName
GetLocationSpeechFor
Overrides: UTOnslaughtNodeObjective.GetLocationSpeechFor
HealDamage
Overrides: UTOnslaughtPanelNode.HealDamage
HealDamage() PowerCores cannot be healed
HighlightOnMinimap
Overrides: UTGameObjective.HighlightOnMinimap
InitializeForThisRound
InitialUpdateEffects
KillEnemyFirst
Overrides: UTOnslaughtNodeObjective.KillEnemyFirst
OnHealDamage
Overrides: Actor.OnHealDamage
(Description copied from Actor.OnHealDamage)
Called upon receiving a SeqAct_HealDamage action, calls
HealDamage() with the given parameters.
Parameters:
- Action - heal action that was activated
ScaleDamage
Overrides: UTOnslaughtNodeObjective.ScaleDamage
applies any scaling factors to damage we're about to take
ScoreDamage
Overrides: UTOnslaughtNodeObjective.ScoreDamage
SetTeamEffects
sets team specific effects depending on DefenderTeamIndex
TellBotHowToDisable
Overrides: UTOnslaughtNodeObjective.TellBotHowToDisable
UpdateDamageEffects
UpdateEffects
Overrides: UTOnslaughtNodeObjective.UpdateEffects
ValidSpawnPointFor
Overrides: UTGameObjective.ValidSpawnPointFor
States
ActiveNode
Inherits from: UTOnslaughtPanelNode.ActiveNode
Modifiers: simulated
ActiveNode.BeginState
Overrides: UTOnslaughtPanelNode.ActiveNode.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
ActiveNode.EndState
Overrides: UTOnslaughtNodeObjective.ActiveNode.EndState
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.
ActiveNode.GetNodeString
ActiveNode.HasActiveDefenseSystem
Overrides: UTOnslaughtNodeObjective.ActiveNode.HasActiveDefenseSystem
ObjectiveDestroyed
Inherits from: UTOnslaughtPanelNode.ObjectiveDestroyed
Modifiers: simulated
ObjectiveDestroyed.BeginState
Overrides: UTOnslaughtPanelNode.ObjectiveDestroyed.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
ObjectiveDestroyed.EndState
Overrides: UTOnslaughtPanelNode.ObjectiveDestroyed.EndState
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.
ObjectiveDestroyed.TakeDamage
Overrides: UTOnslaughtNodeObjective.ObjectiveDestroyed.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)
ObjectiveDestroyed.Timer
Overrides: UTOnslaughtNodeObjective.ObjectiveDestroyed.Timer
ObjectiveDestroyed.BlowOffAllPanels
blows off all panels at once
ObjectiveDestroyed.LegitimateTargetOf
Overrides: UTOnslaughtObjective.LegitimateTargetOf (global)
ObjectiveDestroyed.TellBotHowToDisable
Overrides: TellBotHowToDisable (global)
ObjectiveDestroyed.UpdateEffects
Overrides: UpdateEffects (global)