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UnrealGame.HoldObjective

Extends
ProximityObjective

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.JumpDest
         |   
         +-- UnrealGame.JumpSpot
            |   
            +-- UnrealGame.GameObjective
               |   
               +-- UnrealGame.ProximityObjective
                  |   
                  +-- UnrealGame.HoldObjective

Variables Summary
boolbIsHeld
boolbIsTriggerControl
ControllerLastPlayerTouching
Array<Mover>LinkedMover
EmitterLocationFX
floatTotalHeldTime
array<Actor>Touchers
array<TouchingPlayer>TouchingPlayers
HoldObjective
boolbLocationFX
nameMoverTag
Inherited Variables from UnrealGame.ProximityObjective
ConstraintPawnClass
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

Structures Summary
TouchingPlayer
C, TouchTime
Inherited Structures from UnrealGame.GameObjective
ScorerRecord

Functions Summary
function AddNewTouchingPlayer (Controller C ))
function AwardAssaultScore (int Score ))
function CompleteObjective (Pawn Instigator ))
functionfloat GetObjectiveProgress ()))
functionbool IsCritical ()))
function PlayerToucherDied (Pawn P ))
function PostBeginPlay ()))
function RemoveTouchingPlayer (Controller C ))
function Reset ()))
function SetObjectiveOverlay (bool bShow ))
functionbool TellBotHowToDisable (Bot B))
event Touch (Actor Other ))
function Trigger (Actor Other, Pawn Instigator))
event UnTouch (Actor Other ))
function UpdatePrecacheMaterials ()))
Inherited Functions from UnrealGame.ProximityObjective
FindInstigator, IsRelevant, SetActive, TellBotHowToDisable, Touch
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


Variables Detail

bIsHeld Source code

var bool bIsHeld;

bIsTriggerControl Source code

var bool bIsTriggerControl;

LastPlayerTouching Source code

var Controller LastPlayerTouching;

LinkedMover Source code

var Array<Mover> LinkedMover;

LocationFX Source code

var Emitter LocationFX;

TotalHeldTime Source code

var float TotalHeldTime;

Touchers Source code

var array<Actor> Touchers;

TouchingPlayers Source code

var array<TouchingPlayer> TouchingPlayers;

HoldObjective

bLocationFX Source code

var(HoldObjective) bool bLocationFX;

MoverTag Source code

var(HoldObjective) name MoverTag;


Structures Detail

TouchingPlayer Source code

struct TouchingPlayer
{
var Controller C;
var float TouchTime;
};



Functions Detail

AddNewTouchingPlayer Source code

function AddNewTouchingPlayer ( Controller C ) )

AwardAssaultScore Source code

function AwardAssaultScore ( int Score ) )

CompleteObjective Source code

function CompleteObjective ( Pawn Instigator ) )

GetObjectiveProgress Source code

simulated function float GetObjectiveProgress ( ) )

IsCritical Source code

simulated function bool IsCritical ( ) )

PlayerToucherDied Source code

function PlayerToucherDied ( Pawn P ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

RemoveTouchingPlayer Source code

function RemoveTouchingPlayer ( Controller C ) )

Reset Source code

function Reset ( ) )

SetObjectiveOverlay Source code

simulated function SetObjectiveOverlay ( bool bShow ) )

TellBotHowToDisable Source code

function bool TellBotHowToDisable ( Bot B) )

Touch Source code

event Touch ( Actor Other ) )

Trigger Source code

function Trigger ( Actor Other, Pawn Instigator) )

UnTouch Source code

event UnTouch ( Actor Other ) )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( ) )


Defaultproperties

defaultproperties
{
	bLocationFX=true
	ObjectiveTypeIcon=Material'AS_FX_TX.Icons.OBJ_Hold_FB'
	bReceivePlayerToucherDiedNotify=true
	ObjectiveName="Hold Objective"
	Objective_Info_Attacker="Hold Objective"
	Objective_Info_Defender="Defend Objective"
	ObjectiveDescription="Touch and Hold Objective to disable it."
}

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Creation time: Do 14.8.2014 09:58:08.469 - Created with UnCodeX