UE3:UTOnslaughtPowerCore internal variables (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective >> UTOnslaughtPanelNode >> UTOnslaughtPowerCore (internal variables) |
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Internal variables
AlternateTargetLocOffset
Type: Object.Vector
offset to location for AI to consider shooting if the center cannot be hit
AttackingOurCoreSpeech
Type: array<SoundNodeWave>
BaseMaterialColors
Type: Object.LinearColor
Array size: 2
Default value, index 0:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
Default value, index 1:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
BaseMaterialInstance
Type: MaterialInstanceConstant
BaseMesh
Type: SkeletalMeshComponent
BlueMessageClass
Type: class<UTLocalMessage>
Team specific message classes
bResettingCore
Type: bool
set during beginstate of active state
bWasVulnerable
Type: bool
for determining transitions
CachedLeviathan
Type: UTVehicle_Leviathan
CoreDestroyWaveForm
Type: ForceFeedbackWaveform
Default value: ForceFeedbackWaveform'UTGame.Default__UTOnslaughtPowerCore:ForceFeedbackWaveform10'
CoreMessageClass
Type: class<UTLocalMessage>
Team specific message classes
DamageCrossfader
Type: AnimNodeBlend
DamageWarningSound
Type: SoundCue
Sound that plays to all players on team as core takes damage
DefendingEnemyCoreSpeech
Type: array<SoundNodeWave>
DefendingLocationSpeech
Type: array<SoundNodeWave>
DestroyedPhysicsAsset
Type: PhysicsAsset
physics asset to use for BaseMesh while destroyed
DestructionEffectTemplates
Type: ParticleSystem
Array size: 2
destruction effect
EnemyLocationSpeech
Type: array<SoundNodeWave>
EnergyEffects
Type: EnergyEffectInfo
Array size: 6
sparking energy effects visible when the core is vulnerable
EnergyEffectTemplates
Type: ParticleSystem
Array size: 2
team colored energy effect templates
EnergyEndPointBonePrefix
Type: string
energy effect endpoint will only be attached to bones with this prefix
EnergyEndPointParameterNames
Type: name
Array size: 2
parameter names for the endpoints
EnergyLightColors
Type: Object.Color
Array size: 2
team colors for light emitted by powercore
InnerCoreEffect
Type: ParticleSystemComponent
effect for the inner sphere
InnerCoreEffectTemplates
Type: ParticleSystem
Array size: 2
KismetMeshActor
Type: SkeletalMeshActor
SkeletalMeshActor spawned to give Kismet when there are events controlling destruction effects
LastDamagedTime
Type: float
Last time took damage
LastDamageWarningTime
Type: float
last time warning played
LastNoHealWarningTime
Type: float
MaxEnergyEffectDist
Type: float
if the energy effect beam length is greater than this, a new endpoint bone is selected
NamePrefix
Type: string
Modifiers: localized
OldHealth
Type: float
cached of health for warning effects
ONSAnnouncerMessagesClass
Type: class<UTLocalMessage>
ONSOrbMessagesClass
Type: class<UTLocalMessage>
ProcessedTarydium
Type: int
RedMessageClass
Type: class<UTLocalMessage>
Team specific message classes
ReducedDamageTime
Type: float
Duration of reduced damage after becoming vulnerable
Default value: 10.0
ShieldedAmbientSound
Type: SoundCue
ambient sound when shield is up
ShieldEffects
Type: ParticleSystemComponent
Array size: 3
shield effects when not attackable
ShieldEffectTemplates
Type: ParticleSystem
Array size: 2
ShieldOffSound
Type: SoundCue
the sound to play when the core loses its shield
ShieldOnSound
Type: SoundCue
the sound to play when the core becomes shielded
UnshieldedAmbientSound
Type: SoundCue
ambient sound when shield is down
VulnerableTime
Type: float
Time this powercore became vulnerable