UE3:UTOnslaughtPowernode properties (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTOnslaughtObjective >> UTOnslaughtNodeObjective >> UTOnslaughtPanelNode >> UTOnslaughtPowernode (properties) |
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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
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 |
| ||||
DefendAnnouncement |
| ||||
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.