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XGame.xDomPoint

Extends
DominationPoint

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.JumpDest
         |   
         +-- UnrealGame.JumpSpot
            |   
            +-- UnrealGame.GameObjective
               |   
               +-- UnrealGame.DominationPoint
                  |   
                  +-- XGame.xDomPoint

Direct Known Subclasses:

xDomPointA, xDomPointB

Variables Summary
xDOMLetterDomLetter
xDOMRingDOMRing
vectorEffectOffset
byteNoPulseAlpha
Material
MaterialCBlueState[2]
MaterialCDisableState[2]
MaterialCNeutralState[2]
MaterialCRedState[2]
MaterialDomCombiner[2]
ShaderDomShader
floatPulseSpeed
MaterialSBlueState
MaterialSDisableState
MaterialSNeutralState
MaterialSRedState
xDomPoint
NameControlEvent
SoundControlSound
StringPointName
Inherited Variables from UnrealGame.DominationPoint
bControllable, ControllingPawn, ControllingTeam, PrimaryTeam
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
Inherited Structures from UnrealGame.GameObjective
ScorerRecord

Delegates Summary
delegate ResetCount ()

Functions Summary
functionbool BetterObjectiveThan (GameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum)
functionstring GetHumanName ()
function PlayAlarm ()
function PostBeginPlay ()
function PostNetReceive ()
functionfloat Pulse (float x)
function ResetPoint (bool enabled)
function SetShaderStatus (Material mat1, Material mat2, Material mat3)
function Tick (float t)
function Timer ()
function Touch (Actor Other)
function UnTouch (Actor Other)
function UpdateStatus ()
Inherited Functions from UnrealGame.DominationPoint
CheckPrimaryTeam, TellBotHowToDisable
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

DomLetter Source code

var xDOMLetter DomLetter;

DOMRing Source code

var xDOMRing DOMRing;

EffectOffset Source code

var vector EffectOffset;

NoPulseAlpha Source code

var transient byte NoPulseAlpha;

Material

CBlueState[2] Source code

var(Material) Material CBlueState[2];

CDisableState[2] Source code

var(Material) Material CDisableState[2];

CNeutralState[2] Source code

var(Material) Material CNeutralState[2];

CRedState[2] Source code

var(Material) Material CRedState[2];

DomCombiner[2] Source code

var(Material) Material DomCombiner[2];

DomShader Source code

var(Material) Shader DomShader;

PulseSpeed Source code

var(Material) float PulseSpeed;

SBlueState Source code

var(Material) Material SBlueState;

SDisableState Source code

var(Material) Material SDisableState;

SNeutralState Source code

var(Material) Material SNeutralState;

SRedState Source code

var(Material) Material SRedState;

xDomPoint

ControlEvent Source code

var(xDomPoint) Name ControlEvent;

ControlSound Source code

var(xDomPoint) Sound ControlSound;

PointName Source code

var(xDomPoint) localized String PointName;


Delegates Detail

ResetCount Source code

delegate ResetCount ( )


Functions Detail

BetterObjectiveThan Source code

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

GetHumanName Source code

function string GetHumanName ( )

PlayAlarm Source code

function PlayAlarm ( )

PostBeginPlay Source code

simulated function PostBeginPlay ( )

PostNetReceive Source code

simulated function PostNetReceive ( )

Pulse Source code

simulated function float Pulse ( float x )

ResetPoint Source code

function ResetPoint ( bool enabled )

SetShaderStatus Source code

simulated function SetShaderStatus ( Material mat1, Material mat2, Material mat3 )

Tick Source code

simulated function Tick ( float t )

Timer Source code

function Timer ( )

Touch Source code

function Touch ( Actor Other )

UnTouch Source code

function UnTouch ( Actor Other )

UpdateStatus Source code

function UpdateStatus ( )


Defaultproperties

defaultproperties
{
     ControlSound=Sound'GameSounds.DDAlarm'
     DomCombiner(0)=Combiner'XGameShaders.DomShaders.DomACombiner'
     CRedState(0)=Texture'UCGeneric.SolidColours.Red'
     CBlueState(0)=Texture'UCGeneric.SolidColours.Blue'
     CNeutralState(0)=Texture'UCGeneric.SolidColours.White'
     CDisableState(0)=Texture'UCGeneric.SolidColours.Black'
     DomShader=Shader'XGameShaders.DomShaders.PulseAShader'
     SRedState=Texture'XGameShaders.DomShaders.redgrid'
     SBlueState=Texture'XGameShaders.DomShaders.bluegrid'
     SNeutralState=Texture'XGameShaders.DomShaders.greygrid'
     SDisableState=Texture'XGameShaders.DomShaders.greygrid'
     PulseSpeed=1.000000
     EffectOffset=(Z=60.000000)
     bControllable=True
     bTeamControlled=True
     DefenderTeamIndex=255
     DestructionMessage=
     LightType=LT_SubtlePulse
     LightEffect=LE_QuadraticNonIncidence
     LightHue=255
     LightSaturation=255
     LightBrightness=128.000000
     LightRadius=6.000000
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'XGame_rc.DominationPointMesh'
     bStatic=False
     bHidden=False
     bDynamicLight=True
     bAlwaysRelevant=True
     RemoteRole=ROLE_SimulatedProxy
     DrawScale=0.600000
     PrePivot=(Z=70.000000)
     Skins(0)=Texture'XGameTextures.DominationPointTex'
     Skins(1)=Combiner'XGameShaders.DomShaders.DomPointACombiner'
     SoundRadius=255.000000
     CollisionRadius=60.000000
     CollisionHeight=40.000000
     bCollideActors=True
     bUseCylinderCollision=True
     bNetNotify=True
}

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Creation time: Wed 7/2/2007 19:16:26.390 - Created with UnCodeX