- Extends
- JumpSpot
- Modifiers
- abstract
Core.Object
|
+-- Engine.Actor
|
+-- Engine.NavigationPoint
|
+-- Engine.JumpDest
|
+-- UnrealGame.JumpSpot
|
+-- UnrealGame.GameObjective
Direct Known Subclasses:
ASOBJ_EnergyCore_Spawn, CTFBase, DestroyableObjective, DestroyVehicleObjective, DominationPoint, InvasionPoint, JBGameObjective, JBGameObjectiveSwitch, JBGameObjectiveTouchable, ProximityObjective, TriggeredObjective, xBombDelivery, xBombSpawn
var bool bActive;
var bool bClearInstigator;
var bool bDisabled;
var bool bFirstObjective;
var bool bHasShootSpots;
bHighlightPhysicalObjective Source code
var bool bHighlightPhysicalObjective;
var bool bIgnoredObjective;
var bool bIsBeingAttacked;
var bool bIsCritical;
var bool bOldCritical;
var bool bOldDisabled;
bOldHighlightPhysicalObjective Source code
var bool bOldHighlightPhysicalObjective;
var bool bSoundsPrecached;
DelayedDamageInstigatorController Source code
var float DrawTime;
var float LastDrawTime;
var int ObjectiveDisabledTime;
var byte ObjectivePriority;
var localized String ObjectiveStringPrefix;
var localized String ObjectiveStringSuffix;
PhysicalObjectiveActors Source code
var Array<
Actor> PhysicalObjectiveActors;
SavedObjectiveProgress Source code
var float SavedObjectiveProgress;
var byte StartTeam;
var localized string UseDescription;
Assault
Announcer_DefendObjective Source code
var(Assault)
sound Announcer_DefendObjective;
Announcer_DisabledObjective Source code
var(Assault)
sound Announcer_DisabledObjective;
Announcer_ObjectiveInfo Source code
var(Assault)
sound Announcer_ObjectiveInfo;
bAnnounceNextObjective Source code
var(Assault) bool bAnnounceNextObjective;
var(Assault) bool bBotOnlyObjective;
bOverrideVisibilityCheck Source code
var(Assault) bool bOverrideVisibilityCheck;
var(Assault) bool bOverrideZoneCheck;
bPlayCriticalAssaultAlarm Source code
var(Assault) bool bPlayCriticalAssaultAlarm;
var(Assault) bool bReplicateObjective;
var(Assault) bool bUsePriorityOnHUD;
var(Assault) float DrawDistThresHold;
var(Assault) name EndCameraTag;
var(Assault) Localized String ObjectiveDescription;
Objective_Info_Attacker Source code
var(Assault) Localized String Objective_Info_Attacker;
Objective_Info_Defender Source code
var(Assault) Localized String Objective_Info_Defender;
PhysicalObjectiveActorsTag Source code
var(Assault) name PhysicalObjectiveActorsTag;
GameObjective
CriticalObjectiveVolumeTag Source code
MothershipHack
bMustBoardVehicleFirst Source code
var(MothershipHack) bool bMustBoardVehicleFirst;
function AwardAssaultScore ( int Score ) )
function
bool BetterObjectiveThan (
GameObjective Best,
byte DesiredTeamNum,
byte RequesterTeamNum) )
function
bool BotNearObjective (
Bot B) )
function
bool CanDoubleJump (
Pawn Other) )
CheckPlayCriticalAlarm Source code
function CheckPlayCriticalAlarm ( ) )
function CompleteObjective (
Pawn Instigator ) )
function DisableObjective (
Pawn Instigator) )
function float GetDifficulty ( ) )
simulated function string GetHumanReadableName ( ) )
function int GetNumDefenders ( ) )
simulated function float GetObjectiveProgress ( ) )
HighlightPhysicalObjective Source code
function HighlightPhysicalObjective ( bool bShow ) )
simulated function bool IsActive ( ) )
simulated function bool IsCritical ( ) )
function
bool NearObjective (
Pawn P) )
function PlayAlarm ( )
PlayDestructionMessage Source code
simulated function PlayDestructionMessage ( ) )
simulated function PostBeginPlay ( ) )
simulated function PostNetReceive ( ) )
simulated event PreBeginPlay ( ) )
simulated function PrecacheAnnouncer (
AnnouncerVoice V,
bool bRewardSounds) )
function Reset ( ) )
function SetActive ( bool bActiveStatus ) )
function SetCriticalStatus ( bool bNewCriticalStatus ) )
simulated function SetObjectiveOverlay ( bool bShow ) )
function SetTeam ( byte TeamIndex) )
function ShareScore ( int Score, string EventDesc ) )
function
bool TellBotHowToDisable (
Bot B) )
function Timer ( ) )
simulated function UpdateLocationName ( ) )
UpdatePrecacheMaterials Source code
simulated function UpdatePrecacheMaterials ( ) )
defaultproperties
{
HighlightOverlay[0]=Material'AS_FX_TX.Skins.ObjectiveOverlay_Red'
HighlightOverlay[1]=Material'AS_FX_TX.Skins.ObjectiveOverlay_Blue'
bAnnounceNextObjective=true
Announcer_DisabledObjective=AnnouncerAssault.Objective_Disabled
Announcer_ObjectiveInfo=AnnouncerAssault.Move_onto_next_Objective
Announcer_DefendObjective=AnnouncerAssault.Defend_next_objective
Objective_Info_Attacker="Disable Objective"
Objective_Info_Defender="Defend Objective"
ObjectiveDescription="Disable Objective."
UseDescription="USE"
bUsePriorityOnHUD=true
bInitiallyActive=true
bActive=true
Score=5
ObjectiveStringPrefix=""
ObjectiveStringSuffix=" Team Base"
bOptionalJumpDest=true
BaseExitTime=+8.0
BaseRadius=+2000.0
bReplicateMovement=false
bOnlyDirtyReplication=true
bMustBeReachable=true
DestructionMessage="Objective Disabled!"
bFirstObjective=true
ObjectiveName=""
LocationPrefix="Near"
LocationPostfix=""
bForceDoubleJump=true
NetUpdateFrequency=1
SoundRadius=512
SoundVolume=255
bUseDynamicLights=true
BotDamageScaling=1.5
}
|
Creation time: Do 14.8.2014 09:58:06.923 - Created with
UnCodeX