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UnrealGame.GameObjective

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, ProximityObjective, TriggeredObjective, xBombDelivery, xBombSpawn

Variables Summary
AssaultPathAlternatePaths
boolbActive
boolbClearInstigator
boolbDisabled
boolbFirstObjective
boolbHasShootSpots
boolbHighlightPhysicalObjective
boolbIgnoredObjective
boolbIsBeingAttacked
boolbIsCritical
boolbOldCritical
boolbOldDisabled
boolbOldHighlightPhysicalObjective
boolbSoundsPrecached
UnrealScriptedSequenceDefenseScripts
SquadAIDefenseSquad
ControllerDelayedDamageInstigatorController
PlayerReplicationInfoDisabledBy
floatDrawTime
ActorEndCamera
MaterialHighlightOverlay[2]
floatLastDrawTime
VolumeMyBaseVolume
GameObjectiveNextObjective
intObjectiveDisabledTime
byteObjectivePriority
StringObjectiveStringPrefix
StringObjectiveStringSuffix
Array<Actor>PhysicalObjectiveActors
floatSavedObjectiveProgress
array<ScorerRecord>Scorers
byteStartTeam
stringUseDescription
NavigationPointVehiclePath
Assault
soundAnnouncer_DefendObjective
soundAnnouncer_DisabledObjective
soundAnnouncer_ObjectiveInfo
boolbAnnounceNextObjective
boolbBotOnlyObjective
boolbOverrideVisibilityCheck
boolbOverrideZoneCheck
boolbPlayCriticalAssaultAlarm
boolbReplicateObjective
boolbUsePriorityOnHUD
floatDrawDistThresHold
nameEndCameraTag
StringObjectiveDescription
StringObjective_Info_Attacker
StringObjective_Info_Defender
namePhysicalObjectiveActorsTag
GameObjective
nameAreaVolumeTag
boolbAccruePoints
floatBaseExitTime
floatBaseRadius
boolbInitiallyActive
boolbOptionalObjective
floatBotDamageScaling
boolbTeamControlled
boolbTriggerOnceOnly
nameCriticalObjectiveVolumeTag
byteDefenderTeamIndex
byteDefensePriority
NameDefenseScriptTags
StringDestructionMessage
StringLocationPostfix
StringLocationPrefix
StringObjectiveName
MaterialObjectiveTypeIcon
intScore
nameVehiclePathName
MothershipHack
boolbMustBoardVehicleFirst
Inherited Variables from UnrealGame.JumpSpot
bDodgeUp, bForceAllowDoubleJumping, bNeverImpactJump, bNoLowGrav, bOnlyTranslocator, bRealOnlyTranslocator, CachedSpeed[8], TranslocTarget, TranslocTargetTag, TranslocZOffset
Inherited Variables from Engine.JumpDest
bForceDoubleJump, bOptionalJumpDest, CalculatedGravityZ[8], NeededJump[8], NumUpstreamPaths, UpstreamPaths[8]

Structures Summary
ScorerRecord
C, Pct

Functions Summary
function AddScorer (Controller C, float Pct)
function AwardAssaultScore (int Score)
functionbool BetterObjectiveThan (GameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum)
functionbool BotNearObjective (Bot B)
functionbool CanDoubleJump (Pawn Other)
function CheckPlayCriticalAlarm ()
function CompleteObjective (Pawn Instigator)
function DisableObjective (Pawn Instigator)
functionfloat GetDifficulty ()
functionstring GetHumanReadableName ()
functionint GetNumDefenders ()
functionfloat GetObjectiveProgress ()
function HighlightPhysicalObjective (bool bShow)
functionbool IsActive ()
functionbool IsCritical ()
functionbool NearObjective (Pawn P)
functionbool OwnsDefenseScript (UnrealScriptedSequence S)
function PlayAlarm ()
function PlayDestructionMessage ()
function PostBeginPlay ()
function PostNetReceive ()
event PreBeginPlay ()
function PrecacheAnnouncer (AnnouncerVoice V, bool bRewardSounds)
function Reset ()
function SetActive (bool bActiveStatus)
function SetCriticalStatus (bool bNewCriticalStatus)
function SetObjectiveOverlay (bool bShow)
function SetTeam (byte TeamIndex)
function ShareScore (int Score, string EventDesc)
functionbool TellBotHowToDisable (Bot B)
function Timer ()
function Trigger (Actor Other, Pawn Instigator)
function UpdateLocationName ()
function UpdatePrecacheMaterials ()
Inherited Functions from UnrealGame.JumpSpot
CanDoubleJump, CanMakeJump, EffectiveDoubleJump, PostBeginPlay, SpecialCost, SuggestMovePreparation, TryTranslocator
Inherited Functions from Engine.JumpDest
DoJump, GetPathIndex, SpecialCost, SuggestMovePreparation


Variables Detail

AlternatePaths Source code

var AssaultPath AlternatePaths;

bActive Source code

var bool bActive;

bClearInstigator Source code

var bool bClearInstigator;

bDisabled Source code

var bool bDisabled;

bFirstObjective Source code

var bool bFirstObjective;

bHasShootSpots Source code

var bool bHasShootSpots;

bHighlightPhysicalObjective Source code

var bool bHighlightPhysicalObjective;

bIgnoredObjective Source code

var bool bIgnoredObjective;

bIsBeingAttacked Source code

var bool bIsBeingAttacked;

bIsCritical Source code

var bool bIsCritical;

bOldCritical Source code

var bool bOldCritical;

bOldDisabled Source code

var bool bOldDisabled;

bOldHighlightPhysicalObjective Source code

var bool bOldHighlightPhysicalObjective;

bSoundsPrecached Source code

var bool bSoundsPrecached;

DefenseScripts Source code

var UnrealScriptedSequence DefenseScripts;

DefenseSquad Source code

var SquadAI DefenseSquad;

DelayedDamageInstigatorController Source code

var Controller DelayedDamageInstigatorController;

DisabledBy Source code

var PlayerReplicationInfo DisabledBy;

DrawTime Source code

var float DrawTime;

EndCamera Source code

var Actor EndCamera;

HighlightOverlay[2] Source code

var Material HighlightOverlay[2];

LastDrawTime Source code

var float LastDrawTime;

MyBaseVolume Source code

var Volume MyBaseVolume;

NextObjective Source code

var GameObjective NextObjective;

ObjectiveDisabledTime Source code

var int ObjectiveDisabledTime;

ObjectivePriority Source code

var byte ObjectivePriority;

ObjectiveStringPrefix Source code

var localized String ObjectiveStringPrefix;

ObjectiveStringSuffix Source code

var localized String ObjectiveStringSuffix;

PhysicalObjectiveActors Source code

var Array<Actor> PhysicalObjectiveActors;

SavedObjectiveProgress Source code

var float SavedObjectiveProgress;

Scorers Source code

var array<ScorerRecord> Scorers;

StartTeam Source code

var byte StartTeam;

UseDescription Source code

var localized string UseDescription;

VehiclePath Source code

var NavigationPoint VehiclePath;

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;

bBotOnlyObjective Source code

var(Assault) bool bBotOnlyObjective;

bOverrideVisibilityCheck Source code

var(Assault) bool bOverrideVisibilityCheck;

bOverrideZoneCheck Source code

var(Assault) bool bOverrideZoneCheck;

bPlayCriticalAssaultAlarm Source code

var(Assault) bool bPlayCriticalAssaultAlarm;

bReplicateObjective Source code

var(Assault) bool bReplicateObjective;

bUsePriorityOnHUD Source code

var(Assault) bool bUsePriorityOnHUD;

DrawDistThresHold Source code

var(Assault) float DrawDistThresHold;

EndCameraTag Source code

var(Assault) name EndCameraTag;

ObjectiveDescription Source code

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

AreaVolumeTag Source code

var(GameObjective) name AreaVolumeTag;

bAccruePoints Source code

var(GameObjective) bool bAccruePoints;

BaseExitTime Source code

var(GameObjective) float BaseExitTime;

BaseRadius Source code

var(GameObjective) float BaseRadius;

bInitiallyActive Source code

var(GameObjective) bool bInitiallyActive;

bOptionalObjective Source code

var(GameObjective) bool bOptionalObjective;

BotDamageScaling Source code

var(GameObjective) float BotDamageScaling;

bTeamControlled Source code

var(GameObjective) bool bTeamControlled;

bTriggerOnceOnly Source code

var(GameObjective) bool bTriggerOnceOnly;

CriticalObjectiveVolumeTag Source code

var(GameObjective) name CriticalObjectiveVolumeTag;

DefenderTeamIndex Source code

var(GameObjective) byte DefenderTeamIndex;

DefensePriority Source code

var(GameObjective) byte DefensePriority;

DefenseScriptTags Source code

var(GameObjective) Name DefenseScriptTags;

DestructionMessage Source code

var(GameObjective) localized String DestructionMessage;

LocationPostfix Source code

var(GameObjective) localized String LocationPostfix;

LocationPrefix Source code

var(GameObjective) localized String LocationPrefix;

ObjectiveName Source code

var(GameObjective) localized String ObjectiveName;

ObjectiveTypeIcon Source code

var(GameObjective) Material ObjectiveTypeIcon;

Score Source code

var(GameObjective) int Score;

VehiclePathName Source code

var(GameObjective) name VehiclePathName;

MothershipHack

bMustBoardVehicleFirst Source code

var(MothershipHack) bool bMustBoardVehicleFirst;


Structures Detail

ScorerRecord Source code

struct ScorerRecord
{
var Controller C;
var float Pct;
};



Functions Detail

AddScorer Source code

function AddScorer ( Controller C, float Pct )

AwardAssaultScore Source code

function AwardAssaultScore ( int Score )

BetterObjectiveThan Source code

function bool BetterObjectiveThan ( GameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum )

BotNearObjective Source code

function bool BotNearObjective ( Bot B )

CanDoubleJump Source code

function bool CanDoubleJump ( Pawn Other )

CheckPlayCriticalAlarm Source code

function CheckPlayCriticalAlarm ( )

CompleteObjective Source code

function CompleteObjective ( Pawn Instigator )

DisableObjective Source code

function DisableObjective ( Pawn Instigator )

GetDifficulty Source code

function float GetDifficulty ( )

GetHumanReadableName Source code

simulated function string GetHumanReadableName ( )

GetNumDefenders Source code

function int GetNumDefenders ( )

GetObjectiveProgress Source code

simulated function float GetObjectiveProgress ( )

HighlightPhysicalObjective Source code

function HighlightPhysicalObjective ( bool bShow )

IsActive Source code

simulated function bool IsActive ( )

IsCritical Source code

simulated function bool IsCritical ( )

NearObjective Source code

function bool NearObjective ( Pawn P )

OwnsDefenseScript Source code

function bool OwnsDefenseScript ( UnrealScriptedSequence S )

PlayAlarm Source code

function PlayAlarm ( )

PlayDestructionMessage Source code

simulated function PlayDestructionMessage ( )

PostBeginPlay Source code

simulated function PostBeginPlay ( )

PostNetReceive Source code

simulated function PostNetReceive ( )

PreBeginPlay Source code

simulated event PreBeginPlay ( )

PrecacheAnnouncer Source code

simulated function PrecacheAnnouncer ( AnnouncerVoice V, bool bRewardSounds )

Reset Source code

function Reset ( )

SetActive Source code

function SetActive ( bool bActiveStatus )

SetCriticalStatus Source code

function SetCriticalStatus ( bool bNewCriticalStatus )

SetObjectiveOverlay Source code

simulated function SetObjectiveOverlay ( bool bShow )

SetTeam Source code

function SetTeam ( byte TeamIndex )

ShareScore Source code

function ShareScore ( int Score, string EventDesc )

TellBotHowToDisable Source code

function bool TellBotHowToDisable ( Bot B )

Timer Source code

function Timer ( )

Trigger Source code

function Trigger ( Actor Other, Pawn Instigator )

UpdateLocationName Source code

simulated function UpdateLocationName ( )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( )


Defaultproperties

defaultproperties
{
     bUsePriorityOnHUD=True
     bAnnounceNextObjective=True
     bInitiallyActive=True
     bActive=True
     bFirstObjective=True
     Score=5
     DestructionMessage="Objective Disabled!"
     LocationPrefix="Near"
     ObjectiveStringSuffix=" Team Base"
     BaseExitTime=8.000000
     BaseRadius=2000.000000
     BotDamageScaling=1.500000
     ObjectiveDescription="Disable Objective."
     Objective_Info_Attacker="Disable Objective"
     Objective_Info_Defender="Defend Objective"
     UseDescription="USE"
     Announcer_DisabledObjective=Sound'AnnouncerAssault.Generic.Objective_disabled'
     Announcer_ObjectiveInfo=Sound'AnnouncerAssault.Generic.Move_onto_next_objective'
     Announcer_DefendObjective=Sound'AnnouncerAssault.Generic.Defend_next_objective'
     HighlightOverlay(0)=FadeColor'AS_FX_TX.Skins.ObjectiveOverlay_Red'
     HighlightOverlay(1)=FadeColor'AS_FX_TX.Skins.ObjectiveOverlay_Blue'
     bOptionalJumpDest=True
     bForceDoubleJump=True
     bMustBeReachable=True
     bUseDynamicLights=True
     bReplicateMovement=False
     bOnlyDirtyReplication=True
     NetUpdateFrequency=1.000000
     SoundVolume=255
     SoundRadius=512.000000
}

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Creation time: Wed 7/2/2007 19:15:59.734 - Created with UnCodeX