- Extends
- DestroyableObjective
- Modifiers
- hidecategories ( DestroyableObjective ) abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.NavigationPoint
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+-- Engine.JumpDest
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+-- UnrealGame.JumpSpot
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+-- UnrealGame.GameObjective
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+-- UnrealGame.DestroyableObjective
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+-- Onslaught.ONSPowerCore
Direct Known Subclasses:
ONSPowerCoreBlue, ONSPowerCoreRed, ONSPowerNode
Inherited Variables from UnrealGame.DestroyableObjective |
AccumulatedDamage, AIShootOffset, bCanDefenderDamage, bIsUnderAttack, bMonitorUnderAttack, bReplicateHealth, ConstraintInstigator, ConstraintPawnClass, DamageCapacity, DamageEventThreshold, Health, LastDamageTime, LastWarnTime, LinkHealMult, ShootTarget, TakeDamageEvent, UnderAttackTimer, VehicleDamageScaling |
Inherited Variables from UnrealGame.GameObjective |
AlternatePaths, Announcer_DefendObjective, Announcer_DisabledObjective, Announcer_ObjectiveInfo, AreaVolumeTag, bAccruePoints, bActive, bAnnounceNextObjective, BaseExitTime, BaseRadius, bBotOnlyObjective, bClearInstigator, bDisabled, bFirstObjective, bHasShootSpots, bHighlightPhysicalObjective, bIgnoredObjective, bInitiallyActive, bIsBeingAttacked, bIsCritical, bMustBoardVehicleFirst, bOldCritical, bOldDisabled, bOldHighlightPhysicalObjective, bOptionalObjective, BotDamageScaling, bOverrideVisibilityCheck, bOverrideZoneCheck, bPlayCriticalAssaultAlarm, bReplicateObjective, bSoundsPrecached, bTeamControlled, bTriggerOnceOnly, bUsePriorityOnHUD, CriticalObjectiveVolumeTag, DefenderTeamIndex, DefensePriority, DefenseScripts, DefenseScriptTags, DefenseSquad, DelayedDamageInstigatorController, DestructionMessage, DisabledBy, DrawDistThresHold, DrawTime, EndCamera, EndCameraTag, HighlightOverlay[2], LastDrawTime, LocationPostfix, LocationPrefix, MyBaseVolume, NextObjective, ObjectiveDescription, ObjectiveDisabledTime, ObjectiveName, ObjectivePriority, ObjectiveStringPrefix, ObjectiveStringSuffix, ObjectiveTypeIcon, Objective_Info_Attacker, Objective_Info_Defender, PhysicalObjectiveActors, PhysicalObjectiveActorsTag, SavedObjectiveProgress, Score, Scorers, StartTeam, UseDescription, VehiclePath, VehiclePathName |
Functions Summary |
| | AddPowerLink (ONSPowerCore PC))
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| | BeginPlay ()))
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| | BeginState ())) DisabledCore |
| | BeginState ())) NeutralCore |
| | BeginState ())) Reconstruction |
| | Bump (Actor Other)) NeutralCore |
| | Bump (Actor Other)) Reconstruction |
| | CheckShield ()))
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| | CheckTouching ()))
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| ONSPowerCore | ClosestTo (Actor A))
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| | DisableObjective (Pawn Instigator))
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| | EndState ())) DisabledCore |
| | FindCloseActors ()))
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| int | FindNodeLinkIndex (ONSPowerCore Node ))
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| string | GetHumanReadableName ()))
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| bool | HasHealthBar ()))
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| bool | HasUsefulVehicles (Controller Asker))
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| bool | HealDamage (int Amount, Controller Healer, class<DamageType> DamageType))
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| bool | KillEnemyFirst (Bot B))
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| bool | LegitimateTargetOf (Bot B))
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| bool | LinkedTo (ONSPowerCore PC))
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| bool | LinkedToCoreConstructingFor (byte Team))
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| bool | NearObjective (Pawn P))
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| | NotifyLocalPlayerTeamReceived ()))
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| | PostBeginPlay ()))
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| | PostNetBeginPlay ()))
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| | PostNetReceive ()))
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| | PowerCoreActive ()))
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| | PowerCoreConstructing ()))
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| | PowerCoreDestroyed ()))
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| | PowerCoreDisabled ()))
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| | PowerCoreNeutral ()))
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| | PowerCoreReconstitution ()))
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| | PowerCoreReset ()))
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| bool | PoweredBy (byte Team))
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| float | RateCore ()))
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| | RemovedCoreLink ()))
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| | RemovePowerLink (ONSPowerCore PC))
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| | Reset ()))
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| | ResetLinks ()))
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| | SetInitialState ()))
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| | SetTeam (byte TeamIndex))
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| | SetupPowerLinks ()))
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| | Sever ()))
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| bool | ShouldLinkTo (ONSPowerCore Node ))
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| | SpawnNodeTeleportTrigger ()))
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| bool | StandGuard (Bot B))
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType))
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)) NeutralCore |
| float | TeleportRating (Controller Asker, byte AskerTeam, byte SourceDist))
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| bool | TellBotHowToDisable (Bot B))
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| | Tick (float DT))
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| | Timer ()))
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| | Timer ())) Reconstruction |
| bool | TooClose (Bot B))
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| | UnderAttackChange ()))
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| | UnSever ()))
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| | UnSever ())) Reconstruction |
| | UpdateCloseActors ()))
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| | UpdateHUDLocation (float ScreenX, float ScreenY, float RadarWidth, float Range, vector Center ))
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| | UpdatePrecacheMaterials ()))
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| | UpdatePrecacheStaticMeshes ()))
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| | UpdateTeamBanners ()))
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| | UsedBy (Pawn User))
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| | UsedBy (Pawn User)) NeutralCore |
| | UsedBy (Pawn User)) Reconstruction |
Inherited Functions from UnrealGame.DestroyableObjective |
AwardAssaultScore, Destroyed, DisableObjective, GetObjectiveProgress, GetShootTarget, HealDamage, IsCritical, KillEnemyFirst, LegitimateTargetOf, NearObjective, PostBeginPlay, Reset, SetDelayedDamageInstigatorController, SpecialCost, TakeDamage, TeamLink, TellBotHowToDisable, TellBotHowToHeal, TimerPop |
Inherited Functions from UnrealGame.GameObjective |
AddScorer, AwardAssaultScore, BetterObjectiveThan, BotNearObjective, CanDoubleJump, CheckPlayCriticalAlarm, CompleteObjective, DisableObjective, GetDifficulty, GetHumanReadableName, GetNumDefenders, GetObjectiveProgress, HighlightPhysicalObjective, IsActive, IsCritical, NearObjective, OwnsDefenseScript, PlayAlarm, PlayDestructionMessage, PostBeginPlay, PostNetReceive, PreBeginPlay, PrecacheAnnouncer, Reset, SetActive, SetCriticalStatus, SetObjectiveOverlay, SetTeam, ShareScore, TellBotHowToDisable, Timer, Trigger, UpdateLocationName, UpdatePrecacheMaterials |
var array<
Material> BlueConstructingSkins;
var bool bOldUnderAttack;
var bool bPoweredByBlue;
var bool bPoweredByRed;
var bool bSevered;
var globalconfig bool bShowNodeBeams;
var bool bUnderAttack;
var array<
Actor> CloseActors;
var string ConstructedEvent[2];
ConstructionTimeElapsed Source code
var float ConstructionTimeElapsed;
var byte CoreStage;
var string DestroyedEvent[4];
DestructionMessageIndex Source code
var int DestructionMessageIndex;
var byte FinalCoreDistance[2];
var float HealingTime;
LastAttackAnnouncementTime Source code
var float LastAttackAnnouncementTime;
LastAttackExpirationTime Source code
var float LastAttackExpirationTime;
var float LastAttackMessageTime;
var float LastAttackTime;
var byte LastCoreStage;
var byte LastDefenderTeamIndex;
var array<name> LinkedNodes;
var int NodeNum;
var array<
Material> RedConstructingSkins;
SeveredDamagePerSecond Source code
var float SeveredDamagePerSecond;
Events
BlueActivationEventName Source code
var(Events) name BlueActivationEventName;
var(Events) name DestroyedEventName;
RedActivationEventName Source code
var(Events) name RedActivationEventName;
HUD
ONSPowerCore
StartConstructionSound Source code
delegate NotifyUpdateLinks ( )
delegate OnCoreDestroyed ( byte DestroyedCoreIndex )
simulated event BeginPlay ( ) )
BeginState DisabledCore Source code
event BeginState ( ) )
BeginState NeutralCore Source code
event BeginState ( ) )
BeginState Reconstruction Source code
function BeginState ( ) )
function Bump (
Actor Other) )
function Bump (
Actor Other) )
simulated function CheckShield ( ) )
function CheckTouching ( ) )
function DisableObjective (
Pawn Instigator) )
event EndState ( ) )
simulated function FindCloseActors ( ) )
simulated function
int FindNodeLinkIndex (
ONSPowerCore Node ) )
simulated function string GetHumanReadableName ( ) )
simulated function bool HasHealthBar ( ) )
function
bool HasUsefulVehicles (
Controller Asker) )
function
bool KillEnemyFirst (
Bot B) )
function
bool LegitimateTargetOf (
Bot B) )
LinkedToCoreConstructingFor Source code
function bool LinkedToCoreConstructingFor ( byte Team) )
function
bool NearObjective (
Pawn P) )
NotifyLocalPlayerTeamReceived Source code
simulated function NotifyLocalPlayerTeamReceived ( ) )
simulated event PostBeginPlay ( ) )
simulated event PostNetBeginPlay ( ) )
simulated event PostNetReceive ( ) )
simulated function PowerCoreActive ( ) )
simulated function PowerCoreConstructing ( ) )
simulated function PowerCoreDestroyed ( ) )
simulated function PowerCoreDisabled ( ) )
simulated function PowerCoreNeutral ( ) )
PowerCoreReconstitution Source code
simulated function PowerCoreReconstitution ( ) )
simulated function PowerCoreReset ( ) )
simulated function bool PoweredBy ( byte Team) )
function float RateCore ( ) )
simulated function RemovedCoreLink ( ) )
function Reset ( ) )
simulated function ResetLinks ( ) )
event SetInitialState ( ) )
function SetTeam ( byte TeamIndex) )
simulated function SetupPowerLinks ( ) )
function Sever ( ) )
simulated protected function
bool ShouldLinkTo (
ONSPowerCore Node ) )
SpawnNodeTeleportTrigger Source code
function SpawnNodeTeleportTrigger ( ) )
function
bool StandGuard (
Bot B) )
TakeDamage NeutralCore Source code
function
float TeleportRating (
Controller Asker,
byte AskerTeam,
byte SourceDist) )
function
bool TellBotHowToDisable (
Bot B) )
simulated event Tick ( float DT) )
event Timer ( ) )
event Timer ( ) )
function
bool TooClose (
Bot B) )
simulated function UnderAttackChange ( ) )
function UnSever ( ) )
UnSever Reconstruction Source code
function UnSever ( ) )
function UpdateCloseActors ( ) )
simulated singular function UpdateHUDLocation (
float ScreenX,
float ScreenY,
float RadarWidth,
float Range,
vector Center ) )
UpdatePrecacheMaterials Source code
simulated function UpdatePrecacheMaterials ( ) )
UpdatePrecacheStaticMeshes Source code
simulated function UpdatePrecacheStaticMeshes ( ) )
simulated function UpdateTeamBanners ( ) )
function UsedBy (
Pawn User) )
function UsedBy (
Pawn User) )
function UsedBy (
Pawn User) )
defaultproperties
{
bPlayCriticalAssaultAlarm=false
bMonitorUnderAttack=false
bStartNeutral=False
bPowered=True
bFinalCore=True
FinalCoreDistance[0]=255
FinalCoreDistance[1]=255
ConstructionTime=30.0
LastAttackExpirationTime=5.0
DamageCapacity=4500
Score=10
bCanBeDamaged=True
bTeamControlled=False
DefensePriority=10
CoreStage=0
LastCoreStage=250
LastDefenderTeamIndex=2
DestructionMessageIndex=14
DestructionMessage=""
ObjectiveStringSuffix=" PowerCore"
StaticMesh=StaticMesh'VMStructures.CoreGroup.COREDivided'
RedConstructingSkins(0)=FinalBlend'ONSstructureTextures.CoreConstructionRed'
RedConstructingSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal'
BlueConstructingSkins(0)=FinalBlend'ONSstructureTextures.CoreConstructionBlue'
BlueConstructingSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal'
RedActiveSkins(0)=Material'ONSstructureTextures.CoreGroup.COREDiffTEX'
RedActiveSkins(1)=Material'ONSstructureTextures.CoreGroup.CoreLightShader'
BlueActiveSkins(0)=Material'ONSstructureTextures.CoreGroup.COREDiffTEX'
BlueActiveSkins(1)=Material'ONSstructureTextures.CoreGroup.CoreLightShader'
ShieldClass=class'Onslaught.ONSPowerCoreShield'
DeadStaticMesh=StaticMesh'VMStructures.CoreGroup.CoreDead'
SoundVolume=128
SoundRadius=255
DestroyedSound=sound'ONSVehicleSounds-S.PowerCore.PowerCoreExplosion01'
ConstructedSound=sound'ONSVehicleSounds-S.whooshthunk'
StartConstructionSound=sound'ONSVehicleSounds-S.PwrNodeBuild02'
ActiveSound=sound'ONSVehicleSounds-S.PwrNodeActive01'
NeutralSound=sound'ONSVehicleSounds-S.PwrNodeNOTActive01'
HealingSound=sound'ONSVehicleSounds-S.PwrNodeStartBuild03'
HealedSound=sound'ONSVehicleSounds-S.PwrNodeBuilt01'
bSevered=False
SeveredDamagePerSecond=30
bShowNodeBeams=True
bPathColliding=true
bNetNotify=True
bAlwaysRelevant=True
bStatic=False
bNoDelete=True
bReplicateHealth=True
LinkHealMult=0.0
bDestinationOnly=true
bNotBased=True
bCollideActors=True
bCollideWorld=True
bBlockKarma=true
bBlockZeroExtentTraces=true
bBlockNonZeroExtentTraces=true
bIgnoreEncroachers=True
bBlockActors=True
bProjTarget=True
bHidden=False
bUseCylinderCollision=False
DrawType=DT_StaticMesh
Style=STY_Normal
CollisionRadius=+120.0
CollisionHeight=+150.0
DestroyedEvent(0)="red_powercore_destroyed"
DestroyedEvent(1)="blue_powercore_destroyed"
DestroyedEvent(2)="red_constructing_powercore_destroyed"
DestroyedEvent(3)="blue_constructing_powercore_destroyed"
ConstructedEvent(0)="red_powercore_constructed"
ConstructedEvent(1)="blue_powercore_constructed"
bBlocksTeleport=true
bNotifyLocalPlayerTeamReceived=true
}
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Creation time: Do 14.8.2014 09:58:17.872 - Created with
UnCodeX