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Onslaught.ONSPowerCore

Extends
DestroyableObjective
Modifiers
hidecategories ( DestroyableObjective ) abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.JumpDest
         |   
         +-- UnrealGame.JumpSpot
            |   
            +-- UnrealGame.GameObjective
               |   
               +-- UnrealGame.DestroyableObjective
                  |   
                  +-- Onslaught.ONSPowerCore

Direct Known Subclasses:

ONSPowerCoreBlue, ONSPowerCoreRed, ONSPowerNode

Variables Summary
array<Material>BlueActiveSkins
array<Material>BlueConstructingSkins
boolbOldUnderAttack
boolbPoweredByBlue
boolbPoweredByRed
boolbSevered
boolbShowNodeBeams
boolbUnderAttack
array<Actor>CloseActors
stringConstructedEvent[2]
floatConstructionTimeElapsed
ControllerConstructor
byteCoreStage
stringDestroyedEvent[4]
intDestructionMessageIndex
EmitterExplosionEffect
byteFinalCoreDistance[2]
floatHealingTime
floatLastAttackAnnouncementTime
PawnLastAttacker
floatLastAttackExpirationTime
floatLastAttackMessageTime
floatLastAttackTime
byteLastCoreStage
PlayerReplicationInfoLastDamagedBy
byteLastDefenderTeamIndex
ControllerLastHealedBy
array<name>LinkedNodes
ONSPowerCoreNextCore
EmitterNodeBeamEffect
ONSNodeHealEffectNodeHealEffect
intNodeNum
array<ONSPowerCore>PowerLinks
array<Material>RedActiveSkins
array<Material>RedConstructingSkins
ONSFreeRoamingEnergyEffectRoamingEnergy
floatSeveredDamagePerSecond
ONSPowerCoreShieldShield
class<ONSPowerCoreShield>ShieldClass
vectorShieldOffset
array<ONSTeleportPad>TeleportPads
TriggersTeleportTrigger
Events
nameBlueActivationEventName
nameDestroyedEventName
nameRedActivationEventName
HUD
vectorHUDLocation
ONSPowerCore
soundActiveSound
boolbFinalCore
boolbPowered
boolbStartNeutral
soundConstructedSound
floatConstructionTime
StaticMeshDeadStaticMesh
soundDestroyedSound
soundHealedSound
soundHealingSound
soundNeutralSound
soundStartConstructionSound
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

Enumerations Summary
Inherited Enumerations from UnrealGame.DestroyableObjective
EConstraintInstigator

Structures Summary
Inherited Structures from UnrealGame.GameObjective
ScorerRecord

Delegates Summary
delegate NotifyUpdateLinks ()
delegate OnCoreDestroyed (byte DestroyedCoreIndex)
delegate UpdateLinkState (ONSPowerCore Node)

Functions Summary
function AddPowerLink (ONSPowerCore PC)
event BeginPlay ()
event BeginState ()
DisabledCore
event BeginState ()
NeutralCore
function BeginState ()
Reconstruction
function Bump (Actor Other)
NeutralCore
function Bump (Actor Other)
Reconstruction
function CheckShield ()
function CheckTouching ()
functionONSPowerCore ClosestTo (Actor A)
function DisableObjective (Pawn Instigator)
event EndState ()
DisabledCore
function FindCloseActors ()
functionint FindNodeLinkIndex (ONSPowerCore Node)
functionstring GetHumanReadableName ()
functionbool HasHealthBar ()
functionbool HasUsefulVehicles (Controller Asker)
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)
functionbool KillEnemyFirst (Bot B)
functionbool LegitimateTargetOf (Bot B)
functionbool LinkedTo (ONSPowerCore PC)
functionbool LinkedToCoreConstructingFor (byte Team)
functionbool NearObjective (Pawn P)
function NotifyLocalPlayerTeamReceived ()
event PostBeginPlay ()
event PostNetBeginPlay ()
event PostNetReceive ()
function PowerCoreActive ()
function PowerCoreConstructing ()
function PowerCoreDestroyed ()
function PowerCoreDisabled ()
function PowerCoreNeutral ()
function PowerCoreReconstitution ()
function PowerCoreReset ()
functionbool PoweredBy (byte Team)
functionfloat RateCore ()
function RemovedCoreLink ()
function RemovePowerLink (ONSPowerCore PC)
function Reset ()
function ResetLinks ()
event SetInitialState ()
function SetTeam (byte TeamIndex)
function SetupPowerLinks ()
function Sever ()
functionbool ShouldLinkTo (ONSPowerCore Node)
function SpawnNodeTeleportTrigger ()
functionbool StandGuard (Bot B)
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
NeutralCore
functionfloat TeleportRating (Controller Asker, byte AskerTeam, byte SourceDist)
functionbool TellBotHowToDisable (Bot B)
event Tick (float DT)
event Timer ()
event Timer ()
Reconstruction
functionbool TooClose (Bot B)
function UnderAttackChange ()
function UnSever ()
function UnSever ()
Reconstruction
function UpdateCloseActors ()
function UpdateHUDLocation (float ScreenX, float ScreenY, float RadarWidth, float Range, vector Center)
function UpdatePrecacheMaterials ()
function UpdatePrecacheStaticMeshes ()
function UpdateTeamBanners ()
function UsedBy (Pawn User)
function UsedBy (Pawn User)
NeutralCore
function 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

States Summary
DestroyedCore Source code
state DestroyedCore
DisabledCore Source code
state DisabledCore
BeginState, EndState
NeutralCore Source code
state NeutralCore
BeginState, Bump, TakeDamage, UsedBy
Reconstruction Source code
state Reconstruction
BeginState, Bump, Timer, UnSever, UsedBy


Variables Detail

BlueActiveSkins Source code

var array<Material> BlueActiveSkins;

BlueConstructingSkins Source code

var array<Material> BlueConstructingSkins;

bOldUnderAttack Source code

var bool bOldUnderAttack;

bPoweredByBlue Source code

var bool bPoweredByBlue;

bPoweredByRed Source code

var bool bPoweredByRed;

bSevered Source code

var bool bSevered;

bShowNodeBeams Source code

var globalconfig bool bShowNodeBeams;

bUnderAttack Source code

var bool bUnderAttack;

CloseActors Source code

var array<Actor> CloseActors;

ConstructedEvent[2] Source code

var string ConstructedEvent[2];

ConstructionTimeElapsed Source code

var float ConstructionTimeElapsed;

Constructor Source code

var Controller Constructor;

CoreStage Source code

var byte CoreStage;

DestroyedEvent[4] Source code

var string DestroyedEvent[4];

DestructionMessageIndex Source code

var int DestructionMessageIndex;

ExplosionEffect Source code

var Emitter ExplosionEffect;

FinalCoreDistance[2] Source code

var byte FinalCoreDistance[2];

HealingTime Source code

var float HealingTime;

LastAttackAnnouncementTime Source code

var float LastAttackAnnouncementTime;

LastAttacker Source code

var Pawn LastAttacker;

LastAttackExpirationTime Source code

var float LastAttackExpirationTime;

LastAttackMessageTime Source code

var float LastAttackMessageTime;

LastAttackTime Source code

var float LastAttackTime;

LastCoreStage Source code

var byte LastCoreStage;

LastDamagedBy Source code

var PlayerReplicationInfo LastDamagedBy;

LastDefenderTeamIndex Source code

var byte LastDefenderTeamIndex;

LastHealedBy Source code

var Controller LastHealedBy;

LinkedNodes Source code

var array<name> LinkedNodes;

NextCore Source code

var ONSPowerCore NextCore;

NodeBeamEffect Source code

var Emitter NodeBeamEffect;

NodeHealEffect Source code

var ONSNodeHealEffect NodeHealEffect;

NodeNum Source code

var int NodeNum;

PowerLinks Source code

var array<ONSPowerCore> PowerLinks;

RedActiveSkins Source code

var array<Material> RedActiveSkins;

RedConstructingSkins Source code

var array<Material> RedConstructingSkins;

RoamingEnergy Source code

var ONSFreeRoamingEnergyEffect RoamingEnergy;

SeveredDamagePerSecond Source code

var float SeveredDamagePerSecond;

Shield Source code

var ONSPowerCoreShield Shield;

ShieldClass Source code

var class<ONSPowerCoreShield> ShieldClass;

ShieldOffset Source code

var vector ShieldOffset;

TeleportPads Source code

var array<ONSTeleportPad> TeleportPads;

TeleportTrigger Source code

var Triggers TeleportTrigger;

Events

BlueActivationEventName Source code

var(Events) name BlueActivationEventName;

DestroyedEventName Source code

var(Events) name DestroyedEventName;

RedActivationEventName Source code

var(Events) name RedActivationEventName;

HUD

HUDLocation Source code

var(HUD) vector HUDLocation;

ONSPowerCore

ActiveSound Source code

var(ONSPowerCore) sound ActiveSound;

bFinalCore Source code

var(ONSPowerCore) bool bFinalCore;

bPowered Source code

var(ONSPowerCore) bool bPowered;

bStartNeutral Source code

var(ONSPowerCore) bool bStartNeutral;

ConstructedSound Source code

var(ONSPowerCore) sound ConstructedSound;

ConstructionTime Source code

var(ONSPowerCore) float ConstructionTime;

DeadStaticMesh Source code

var(ONSPowerCore) StaticMesh DeadStaticMesh;

DestroyedSound Source code

var(ONSPowerCore) sound DestroyedSound;

HealedSound Source code

var(ONSPowerCore) sound HealedSound;

HealingSound Source code

var(ONSPowerCore) sound HealingSound;

NeutralSound Source code

var(ONSPowerCore) sound NeutralSound;

StartConstructionSound Source code

var(ONSPowerCore) sound StartConstructionSound;


Delegates Detail

NotifyUpdateLinks Source code

delegate NotifyUpdateLinks ( )

OnCoreDestroyed Source code

delegate OnCoreDestroyed ( byte DestroyedCoreIndex )

UpdateLinkState Source code

delegate UpdateLinkState ( ONSPowerCore Node )


Functions Detail

AddPowerLink Source code

simulated function AddPowerLink ( ONSPowerCore PC )

BeginPlay Source code

simulated event BeginPlay ( )

BeginState DisabledCore Source code

event BeginState ( )

BeginState NeutralCore Source code

event BeginState ( )

BeginState Reconstruction Source code

function BeginState ( )

Bump NeutralCore Source code

function Bump ( Actor Other )

Bump Reconstruction Source code

function Bump ( Actor Other )

CheckShield Source code

simulated function CheckShield ( )

CheckTouching Source code

function CheckTouching ( )

ClosestTo Source code

simulated function ONSPowerCore ClosestTo ( Actor A )

DisableObjective Source code

function DisableObjective ( Pawn Instigator )

EndState DisabledCore Source code

event EndState ( )

FindCloseActors Source code

simulated function FindCloseActors ( )

FindNodeLinkIndex Source code

simulated function int FindNodeLinkIndex ( ONSPowerCore Node )

GetHumanReadableName Source code

simulated function string GetHumanReadableName ( )

HasHealthBar Source code

simulated function bool HasHealthBar ( )

HasUsefulVehicles Source code

function bool HasUsefulVehicles ( Controller Asker )

HealDamage Source code

function bool HealDamage ( int Amount, Controller Healer, class<DamageType> DamageType )

KillEnemyFirst Source code

function bool KillEnemyFirst ( Bot B )

LegitimateTargetOf Source code

function bool LegitimateTargetOf ( Bot B )

LinkedTo Source code

simulated function bool LinkedTo ( ONSPowerCore PC )

LinkedToCoreConstructingFor Source code

function bool LinkedToCoreConstructingFor ( byte Team )

NearObjective Source code

function bool NearObjective ( Pawn P )

NotifyLocalPlayerTeamReceived Source code

simulated function NotifyLocalPlayerTeamReceived ( )

PostBeginPlay Source code

simulated event PostBeginPlay ( )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( )

PostNetReceive Source code

simulated event PostNetReceive ( )

PowerCoreActive Source code

simulated function PowerCoreActive ( )

PowerCoreConstructing Source code

simulated function PowerCoreConstructing ( )

PowerCoreDestroyed Source code

simulated function PowerCoreDestroyed ( )

PowerCoreDisabled Source code

simulated function PowerCoreDisabled ( )

PowerCoreNeutral Source code

simulated function PowerCoreNeutral ( )

PowerCoreReconstitution Source code

simulated function PowerCoreReconstitution ( )

PowerCoreReset Source code

simulated function PowerCoreReset ( )

PoweredBy Source code

simulated function bool PoweredBy ( byte Team )

RateCore Source code

function float RateCore ( )

RemovedCoreLink Source code

simulated function RemovedCoreLink ( )

RemovePowerLink Source code

simulated function RemovePowerLink ( ONSPowerCore PC )

Reset Source code

function Reset ( )

ResetLinks Source code

simulated function ResetLinks ( )

SetInitialState Source code

event SetInitialState ( )

SetTeam Source code

function SetTeam ( byte TeamIndex )

SetupPowerLinks Source code

simulated function SetupPowerLinks ( )

Sever Source code

function Sever ( )

ShouldLinkTo Source code

simulated protected function bool ShouldLinkTo ( ONSPowerCore Node )

SpawnNodeTeleportTrigger Source code

function SpawnNodeTeleportTrigger ( )

StandGuard Source code

function bool StandGuard ( Bot B )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType )

TakeDamage NeutralCore Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType )

TeleportRating Source code

function float TeleportRating ( Controller Asker, byte AskerTeam, byte SourceDist )

TellBotHowToDisable Source code

function bool TellBotHowToDisable ( Bot B )

Tick Source code

simulated event Tick ( float DT )

Timer Source code

event Timer ( )

Timer Reconstruction Source code

event Timer ( )

TooClose Source code

function bool TooClose ( Bot B )

UnderAttackChange Source code

simulated function UnderAttackChange ( )

UnSever Source code

function UnSever ( )

UnSever Reconstruction Source code

function UnSever ( )

UpdateCloseActors Source code

function UpdateCloseActors ( )

UpdateHUDLocation Source code

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 ( )

UpdateTeamBanners Source code

simulated function UpdateTeamBanners ( )

UsedBy Source code

function UsedBy ( Pawn User )

UsedBy NeutralCore Source code

function UsedBy ( Pawn User )

UsedBy Reconstruction Source code

function UsedBy ( Pawn User )


Defaultproperties

defaultproperties
{
     ConstructionTime=30.000000
     DeadStaticMesh=StaticMesh'VMStructures.CoreGroup.coreDead'
     DestroyedSound=Sound'ONSVehicleSounds-S.PowerCore.PowerCoreExplosion01'
     ConstructedSound=Sound'ONSVehicleSounds-S.PowerNode.whooshthunk'
     StartConstructionSound=Sound'ONSVehicleSounds-S.PowerNode.PwrNodeBuild02'
     ActiveSound=Sound'ONSVehicleSounds-S.PowerNode.PwrNodeActive01'
     NeutralSound=Sound'ONSVehicleSounds-S.PowerNode.PwrNodeNOTActive01'
     HealingSound=Sound'ONSVehicleSounds-S.PowerNode.PwrNodeStartBuild03'
     HealedSound=Sound'ONSVehicleSounds-S.PowerNode.PwrNodeBuilt01'
     bPowered=True
     bFinalCore=True
     bShowNodeBeams=True
     RedConstructingSkins(0)=FinalBlend'ONSstructureTextures.CoreConstructionRed'
     RedConstructingSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal'
     BlueConstructingSkins(0)=FinalBlend'ONSstructureTextures.CoreConstructionBlue'
     BlueConstructingSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal'
     RedActiveSkins(0)=Texture'ONSstructureTextures.CoreGroup.CoreDiffTEX'
     RedActiveSkins(1)=Shader'ONSstructureTextures.CoreGroup.CoreLightShader'
     BlueActiveSkins(0)=Texture'ONSstructureTextures.CoreGroup.CoreDiffTEX'
     BlueActiveSkins(1)=Shader'ONSstructureTextures.CoreGroup.CoreLightShader'
     LastCoreStage=250
     FinalCoreDistance(0)=255
     FinalCoreDistance(1)=255
     LastAttackExpirationTime=5.000000
     SeveredDamagePerSecond=30.000000
     DestructionMessageIndex=14
     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"
     ShieldClass=Class'Onslaught.ONSPowerCoreShield'
     LastDefenderTeamIndex=2
     DamageCapacity=4500
     bMonitorUnderAttack=False
     bPlayCriticalAssaultAlarm=False
     DefensePriority=10
     Score=10
     DestructionMessage=
     ObjectiveStringSuffix=" PowerCore"
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'VMStructures.CoreGroup.CoreDivided'
     bHidden=False
     bIgnoreEncroachers=True
     bNotifyLocalPlayerTeamReceived=True
     SoundVolume=128
     SoundRadius=255.000000
     CollisionRadius=120.000000
     CollisionHeight=150.000000
     bCollideWorld=True
     bBlockActors=True
     bBlockKarma=True
     bBlocksTeleport=True
     bNetNotify=True
     bPathColliding=True
}

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Creation time: Wed 7/2/2007 19:16:10.406 - Created with UnCodeX