- Extends
- ONSPowerCore
- Modifiers
- 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
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+-- Onslaught.ONSPowerNode
Direct Known Subclasses:
ONSPowerNodeNeutral
Inherited Variables from Onslaught.ONSPowerCore |
ActiveSound, bFinalCore, BlueActivationEventName, BlueActiveSkins, BlueConstructingSkins, bOldUnderAttack, bPowered, bPoweredByBlue, bPoweredByRed, bSevered, bShowNodeBeams, bStartNeutral, bUnderAttack, CloseActors, ConstructedEvent[2], ConstructedSound, ConstructionTime, ConstructionTimeElapsed, Constructor, CoreStage, DeadStaticMesh, DestroyedEventName, DestroyedEvent[4], DestroyedSound, DestructionMessageIndex, ExplosionEffect, FinalCoreDistance[2], HealedSound, HealingSound, HealingTime, HUDLocation, LastAttackAnnouncementTime, LastAttacker, LastAttackExpirationTime, LastAttackMessageTime, LastAttackTime, LastCoreStage, LastDamagedBy, LastDefenderTeamIndex, LastHealedBy, LinkedNodes, NeutralSound, NextCore, NodeBeamEffect, NodeHealEffect, NodeNum, PowerLinks, RedActivationEventName, RedActiveSkins, RedConstructingSkins, RoamingEnergy, SeveredDamagePerSecond, Shield, ShieldClass, ShieldOffset, StartConstructionSound, TeleportPads, TeleportTrigger |
Inherited Variables from UnrealGame.DestroyableObjective |
AccumulatedDamage, AIShootOffset, bCanDefenderDamage, bIsUnderAttack, bMonitorUnderAttack, bReplicateHealth, ConstraintInstigator, ConstraintPawnClass, DamageCapacity, DamageEventThreshold, Health, LastDamageTime, LastWarnTime, LinkHealMult, ShootTarget, TakeDamageEvent, UnderAttackTimer, VehicleDamageScaling |
Inherited Functions from Onslaught.ONSPowerCore |
AddPowerLink, BeginPlay, BeginState, Bump, CheckShield, CheckTouching, ClosestTo, DisableObjective, EndState, FindCloseActors, FindNodeLinkIndex, GetHumanReadableName, HasHealthBar, HasUsefulVehicles, HealDamage, KillEnemyFirst, LegitimateTargetOf, LinkedTo, LinkedToCoreConstructingFor, NearObjective, NotifyLocalPlayerTeamReceived, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PowerCoreActive, PowerCoreConstructing, PowerCoreDestroyed, PowerCoreDisabled, PowerCoreNeutral, PowerCoreReconstitution, PowerCoreReset, PoweredBy, RateCore, RemovedCoreLink, RemovePowerLink, Reset, ResetLinks, SetInitialState, SetTeam, SetupPowerLinks, Sever, ShouldLinkTo, SpawnNodeTeleportTrigger, StandGuard, TakeDamage, TeleportRating, TellBotHowToDisable, Tick, Timer, TooClose, UnderAttackChange, UnSever, UpdateCloseActors, UpdateHUDLocation, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateTeamBanners, UsedBy |
Inherited Functions from UnrealGame.DestroyableObjective |
AwardAssaultScore, Destroyed, DisableObjective, GetObjectiveProgress, GetShootTarget, HealDamage, IsCritical, KillEnemyFirst, LegitimateTargetOf, NearObjective, PostBeginPlay, Reset, SetDelayedDamageInstigatorController, SpecialCost, TakeDamage, TeamLink, TellBotHowToDisable, TellBotHowToHeal, TimerPop |
var localized string ConstructingString;
var localized string NeutralString;
simulated function string GetHumanReadableName ( ) )
simulated event PostBeginPlay ( ) )
simulated function PowerCoreActive ( ) )
simulated function PowerCoreConstructing ( ) )
simulated function PowerCoreDestroyed ( ) )
simulated function PowerCoreDisabled ( ) )
simulated function PowerCoreNeutral ( ) )
SpawnNodeTeleportTrigger Source code
function SpawnNodeTeleportTrigger ( ) )
function
bool TellBotHowToHeal (
Bot B) )
defaultproperties
{
CoreStage=4
bFinalCore=False
LinkHealMult=1.0
DamageCapacity=2000
DrawScale=2.0
StaticMesh=StaticMesh'VMStructures.CoreGroup.PowerNodeBaseSM'
Score=5
bDestinationOnly=false
DefensePriority=1
AIShootOffset=(Z=370)
bPathColliding=false
CollisionRadius=160
CollisionHeight=30
DestructionMessageIndex=16
NeutralString="Neutral PowerNode"
ConstructingString=" Constructing PowerNode"
ObjectiveStringSuffix=" PowerNode"
RedConstructingSkins(0)=Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX'
RedConstructingSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREredFinal'
BlueConstructingSkins(0)=Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX'
BlueConstructingSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREblueFinal'
RedActiveSkins(0)=Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX'
RedActiveSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREredFinal'
BlueActiveSkins(0)=Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX'
BlueActiveSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREblueFinal'
ActiveSound=sound'ONSVehicleSounds-S.PwrNodeActive02'
ShieldClass=class'Onslaught.ONSPowerNodeShield'
ShieldOffset=(Z=220)
PrePivot=(Z=25)
DestroyedEvent(0)="red_powernode_destroyed"
DestroyedEvent(1)="blue_powernode_destroyed"
DestroyedEvent(2)="red_constructing_powernode_destroyed"
DestroyedEvent(3)="blue_constructing_powernode_destroyed"
ConstructedEvent(0)="red_powernode_constructed"
ConstructedEvent(1)="blue_powernode_constructed"
}
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Creation time: Do 14.8.2014 09:58:17.974 - Created with
UnCodeX