UE3:UTOnslaughtPowernode properties (UT3)

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;Other member categories for this class::

Properties

ActiveEffectTemplates

Type: ParticleSystem

Array size: 2

teamcolored effect used when the node is fully constructed and active

AmbientEffect

Type: ParticleSystemComponent

Modifiers: transient


bCapturedByOrb

Type: bool

indicates we were last captured by the Orb (different effects get played) - only valid when in Active state

bPlayDamagedEffect

Type: bool

Modifiers: repnotify

true when damaged effect should be active

bPlayingNecrisEffects

Type: bool

Necris Capture Node Effects *

CaptureReturnRadius

Type: float

when we are captured, enemy orbs within this radius are returned

ConstructedCapacity

Type: float


ConstructingEffectTemplates

Type: ParticleSystem

Array size: 2

teamcolored effect used when the node is constructing

ControllingFlag

Type: UTOnslaughtFlag

Modifiers: repnotify

orb for the team that controls the node

DamagedEffect

Type: ParticleSystemComponent


DamagedEffectTemplates

Type: ParticleSystem

Array size: 2


DestroyedEffectTemplate

Type: ParticleSystem

effect used when the node is destroyed

EnemyPrimeAttackAnnouncement

Type: UTPlayerController.ObjectiveAnnouncementInfo


EnemyPrimeDefendAnnouncement

Type: UTPlayerController.ObjectiveAnnouncementInfo


EnemyPrimeNodeName

Type: string

Modifiers: localized


Default value: "Enemy Prime"

EnergySphere

Type: SkeletalMeshComponent

Modifiers: transient


EnergySphereCollision

Type: CylinderComponent


FlagLinkEffect

Type: UTEmitter

emitter that links from this node to the flag when invulnerable

FlagLinkEffectTemplates

Type: ParticleSystem

Array size: 2

templates for link effect

GlowMaterialInstances

Type: array<MaterialInstanceConstant>

these have their 'PowerCoreColor' parameter set to the color of the team that owns this node

InvEffectZOffset

Type: float

offset for the FlagLinkEffect

InvulnerableRadius

Type: float

when the friendly orb carrier is this close and visible, this node cannot be captured by the enemy

InvulnerableToOrbEffect

Type: ParticleSystemComponent

teamcolored effect played when local player has the orb and this node cannot be captured

InvulnerableToOrbTemplates

Type: ParticleSystem

Array size: 2


LastCaptureTime

Type: float

last time node was captured by an Orb to keep track of invulnerability

LastInvulnerabilityScoreTime

Type: float


LastUnlinkedWarningTime

Type: float


Default value: -1000.0

LinkToSockets

Type: array<name>

Sockets this vehicle can be linked to from

MITV_NecrisCaptureGoo

Type: MaterialInstanceTimeVarying


MITV_NecrisCapturePipes_FadeIn

Type: Object.InterpCurveFloat


MITV_NecrisCapturePipes_FadeIn2

Type: Object.InterpCurveFloat


MITV_NecrisCapturePipesLarge

Type: MaterialInstanceTimeVarying


MITV_NecrisCapturePipesSmall

Type: MaterialInstanceTimeVarying


NecrisCapturePipes_FadeOut_Fast

Type: Object.InterpCurveFloat


NecrisCapturePipesLarge

Type: StaticMeshComponent


NecrisCapturePipesSmall

Type: StaticMeshComponent


NecrisCapturePuddle_FadeIn100

Type: Object.InterpCurveFloat


NecrisCapturePuddle_FadeIn50

Type: Object.InterpCurveFloat


NecrisCapturePuddle_FadeOut

Type: Object.InterpCurveFloat


NeutralEffectTemplate

Type: ParticleSystem

effect used when the node is neutral

NeutralGlowColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

NodeBase

Type: StaticMeshComponent


NodeBaseSpinner

Type: StaticMeshComponent

spinning piece rotated in C++ at the same rate as the EnergySphere (YawRotationRate)

NodeConstructionScore

Type: float


Default value: 2.0

NodeMaterialInstance

Type: MaterialInstanceConstant


OrbCaptureComponent

Type: ParticleSystemComponent

System to play when captured by an orb

OrbCaptureInvulnerabilityDuration

Type: float

special invulnerability to orb capture period granted when the node is first constructed

OrbCaptureScore

Type: float


Default value: 4.0

OrbCaptureTemplate

Type: ParticleSystem

Array size: 2

templates for above

OrbHealingPerSecond

Type: int

when the node becomes invulnerable due to a nearby friendly orb, it is also healed this amount per second

OrbLockScoringInterval

Type: float


Default value: 10.0

OrbNearbySound

Type: AudioComponent

Sound to play when orb is nearby

PanelTravelTime

Type: float

How long does it take for a panel to reach the top of the node

PrimeAttackAnnouncement

Type: UTPlayerController.ObjectiveAnnouncementInfo


PrimeDefendAnnouncement

Type: UTPlayerController.ObjectiveAnnouncementInfo


PrimeNodeName

Type: string

Modifiers: localized

prime node name/announcement override

Default value: "Prime Node"

PSC_NecrisCapture

Type: UTParticleSystemComponent


PSC_NecrisGooPuddle

Type: UTParticleSystemComponent


ShieldedActiveEffectTemplates

Type: ParticleSystem

Array size: 2

teamcolored effect used when the node is fully constructed and shielded

ShieldedEffectTemplates

Type: ParticleSystem

Array size: 2

teamcolored effect used when the node is shielded

TeamGlowColors

Type: Object.LinearColor

Array size: 2

the colors to use for the materials

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

Vulnerability

Type: EVulnerabilityStatus

Modifiers: repnotify

whether or not the node can be captured or damaged

VulnerableEffectTemplates

Type: ParticleSystem

Array size: 2

teamcolored effect used when the node is vulnerable

YawRotationRate

Type: float


Default values

Property Value
AttackAnnouncement
Member Value
AnnouncementText "Attack the Node!"
DefendAnnouncement
Member Value
AnnouncementText "Defend the Node!"
ObjectiveName "Node"

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.