UTDom.DominationObjective
- Modifiers
- abstract notplaceable
Base class for all Domination style, Control Point Objectives.
Base type of Objectives for Domination games.
The subclasses of DominationObjective can be spawned by the ControlPointFactory actor during
the begining of play. Use the 'notplaceable' flag on the subclasses that can be spawned and
you want to have the class listed in the ControlPointFactory.ControlPointClass property list.
Writen by Brian 'Snake' Alexander. Copyright(c) 2007-2010 All Rights Reserved.
UTDom.DominationObjective
var AudioComponent AlarmSound;
var bool bScoreReady;
bVehiclesCanCapturePoint Source code
var bool bVehiclesCanCapturePoint;
var transient float ControlledTime;
var Pawn ControllingPawn;
var repnotify TeamInfo ControllingTeam;
var SoundCue ControlSound;
var deprecated transient byte CurrentEventID;
var PointLightComponent DomLight;
var StaticMeshComponent DomMesh;
var vector EffectOffset;
var UTPlayerReplicationInfo HolderPRI;
var DynamicLightEnvironmentComponent LightEnvironment;
var deprecated int PlayerID;
var int ScoreTime;
DominationObjective
event BeginState ( Name PreviousStateName) )
function bool BetterObjectiveThan ( UTGameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum) )
function DisableThisPoint ( ) )
simulated function vector GetHUDOffset ( PlayerController PC, Canvas Canvas) )
simulated function string GetHumanReadableName ( ) )
simulated event bool IsActive ( ) )
simulated function bool IsKeyBeaconObjective ( UTPlayerController PC) )
function bool NearObjective ( Pawn P) )
simulated function PostBeginPlay ( ) )
simulated event PostRenderFor ( PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) )
simulated function bool PoweredBy ( byte Team) )
simulated event ReplicatedEvent ( name VarName) )
function Reset ( ) )
function ResetPoint ( bool IsEnabled) )
simulated function SetAlarm ( bool bNowOn) )
event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) )
event UnTouch ( Actor Other) )
function UpdateStatus ( ) )
simulated function UpdateTeamEffects ( byte TeamIndex) )
static function byte ValidateTeamIndex ( byte TeamIndex) )
defaultproperties
{
Begin Object Name=CollisionCylinder
CollisionRadius=+60.0
CollisionHeight=+90.0
CollideActors=True
BlockRigidBody=False
End Object
CollisionType=COLLIDE_TouchAll
CollisionComponent=CollisionCylinder
Components.Add(CollisionCylinder)
Begin Object Class=DynamicLightEnvironmentComponent Name=DomPointLightEnvironment
LightDesaturation=40.0
End Object
LightEnvironment=DomPointLightEnvironment
Components.Add(DomPointLightEnvironment)
Begin Object Class=PointLightComponent Name=DomLightComponent
Radius=400
Brightness=2.0
LightColor=(B=190,G=190,R=190)
LightingChannels=(BSP=TRUE,Static=TRUE,Dynamic=TRUE,CompositeDynamic=TRUE)
CastShadows=True
UseDirectLightMap=False
CastDynamicShadows=True
bForceDynamicLight=True
End Object
DomLight=DomLightComponent
Components.Add(DomLightComponent)
LightColors(0)=(B=16,G=16,R=220,A=0)
LightColors(1)=(B=220,G=32,R=32,A=0)
LightColors(2)=(B=16,G=200,R=16,A=0)
LightColors(3)=(B=16,G=200,R=200,A=0)
LightColors(4)=(B=190,G=190,R=190,A=0)
bScoreReady=True
bStatic=False
bStasis=False
bNoDelete=True
bCollideActors=True
bCollideWorld=True
bWorldGeometry=False
bIgnoreEncroachers=True
bPushedByEncroachers=False
bCollideWhenPlacing=True
bPathColliding=True
bDestinationOnly=True
bNotBased=True
bHasSensor=True
bCanWalkOnToReach=True
bBlockActors=False
bEdShouldSnap=True
bAlwaysRelevant=True
bGameRelevant=True
bPostRenderIfNotVisible=True
bDrawBeaconName=True
RemoteRole=ROLE_SimulatedProxy
NetUpdateFrequency=1
DrawScale=0.44
CameraViewDistance=320.0
MaxBeaconDistance=4000.0
DefenderTeamIndex=255
DefensePriority=2
StartTeam=255
}
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Creation time: Fri 23/12/2011 20:31:25.673 - Created with
UnCodeX