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Onslaught.ONSPowerNode

Extends
ONSPowerCore
Modifiers
abstract

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

Direct Known Subclasses:

ONSPowerNodeNeutral

Variables Summary
stringConstructingString
ONSPowerNodeEnergySphereEnergySphere
stringNeutralString
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

Enumerations Summary
Inherited Enumerations from UnrealGame.DestroyableObjective
EConstraintInstigator

Functions Summary
functionstring GetHumanReadableName ()
event PostBeginPlay ()
function PowerCoreActive ()
function PowerCoreConstructing ()
function PowerCoreDestroyed ()
function PowerCoreDisabled ()
function PowerCoreNeutral ()
function SpawnNodeTeleportTrigger ()
functionbool TellBotHowToHeal (Bot B)
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


Variables Detail

ConstructingString Source code

var localized string ConstructingString;

EnergySphere Source code

var ONSPowerNodeEnergySphere EnergySphere;

NeutralString Source code

var localized string NeutralString;


Functions Detail

GetHumanReadableName Source code

simulated function string GetHumanReadableName ( )

PostBeginPlay Source code

simulated event PostBeginPlay ( )

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 ( )

SpawnNodeTeleportTrigger Source code

function SpawnNodeTeleportTrigger ( )

TellBotHowToHeal Source code

function bool TellBotHowToHeal ( Bot B )


Defaultproperties

defaultproperties
{
     NeutralString="Neutral PowerNode"
     ConstructingString=" Constructing PowerNode"
     ActiveSound=Sound'ONSVehicleSounds-S.PowerNode.PwrNodeActive02'
     bFinalCore=False
     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'
     CoreStage=4
     DestructionMessageIndex=16
     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"
     ShieldClass=Class'Onslaught.ONSPowerNodeShield'
     ShieldOffset=(Z=220.000000)
     DamageCapacity=2000
     LinkHealMult=1.000000
     AIShootOffset=(Z=370.000000)
     DefensePriority=1
     Score=5
     ObjectiveStringSuffix=" PowerNode"
     bDestinationOnly=False
     StaticMesh=StaticMesh'VMStructures.CoreGroup.powerNodeBaseSM'
     DrawScale=2.000000
     PrePivot=(Z=25.000000)
     CollisionRadius=160.000000
     CollisionHeight=30.000000
     bPathColliding=False
}

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Creation time: Wed 7/2/2007 19:16:10.578 - Created with UnCodeX