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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

Variables Summary
AudioComponentAlarmSound
boolbScoreReady
boolbVehiclesCanCapturePoint
floatControlledTime
PawnControllingPawn
TeamInfoControllingTeam
SoundCueControlSound
byteCurrentEventID
xDomDynamicSMActorDomLetter
PointLightComponentDomLight
StaticMeshComponentDomMesh
xDomDynamicSMActorDOMRing
vectorEffectOffset
UTPlayerReplicationInfoHolderPRI
DominationFactoryHomeBase
DynamicLightEnvironmentComponentLightEnvironment
intPlayerID
intScoreTime
DominationObjective
boolbDrawBeaconName
colorLightColors[5]
stringPointName

Functions Summary
event BeginState (Name PreviousStateName))
Disabled
functionbool BetterObjectiveThan (UTGameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum))
function DisableThisPoint ()))
functionDominationFactory GetHomeBase ()))
functionvector GetHUDOffset (PlayerController PC, Canvas Canvas))
functionstring GetHumanReadableName ()))
eventbool IsActive ()))
functionbool IsKeyBeaconObjective (UTPlayerController PC))
functionbool NearObjective (Pawn P))
function PostBeginPlay ()))
event PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir))
functionbool PoweredBy (byte Team))
event ReplicatedEvent (name VarName))
function Reset ()))
function ResetPoint (bool IsEnabled))
function SetAlarm (bool bNowOn))
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ))
event UnTouch (Actor Other))
function UpdateStatus ()))
function UpdateTeamEffects (byte TeamIndex))
functionbyte ValidateTeamIndex (byte TeamIndex))

States Summary
Disabled Source code
state Disabled
BeginState


Variables Detail

AlarmSound Source code

var AudioComponent AlarmSound;
Alarm sound for when this point is taken - xDomPoint

bScoreReady Source code

var bool bScoreReady;
will be 'true' if and when the domination point can be captured

bVehiclesCanCapturePoint Source code

var bool bVehiclesCanCapturePoint;

ControlledTime Source code

var transient float ControlledTime;
the ammount of time that has passed since this point was captured (Used for BotAI)

ControllingPawn Source code

var Pawn ControllingPawn;
controller who last touched this control point

ControllingTeam Source code

var repnotify TeamInfo ControllingTeam;
team currently controlling this point

ControlSound Source code

var SoundCue ControlSound;
sound played when this control point changes hands - ControlPoint

CurrentEventID Source code

var deprecated transient byte CurrentEventID;

DomLetter Source code

var xDomDynamicSMActor DomLetter;
The rotating letter displayed in game for this point

DomLight Source code

var PointLightComponent DomLight;

DomMesh Source code

var StaticMeshComponent DomMesh;

DOMRing Source code

var xDomDynamicSMActor DOMRing;
The rotating letter displayed in game for this point

EffectOffset Source code

var vector EffectOffset;
Offset position from the DomBase for the DomRing and DomLetter

HolderPRI Source code

var UTPlayerReplicationInfo HolderPRI;
the current player who last captured this point

HomeBase Source code

var DominationFactory HomeBase;
Pointer back to the DominationFactory actor that spawn us

LightEnvironment Source code

var DynamicLightEnvironmentComponent LightEnvironment;

PlayerID Source code

var deprecated int PlayerID;
@deprecated No Longer Used

ScoreTime Source code

var int ScoreTime;
The time after one team touches a control point, til the next team can capture it

DominationObjective

bDrawBeaconName Source code

var(DominationObjective) bool bDrawBeaconName;
whether to render this points name above this point on HUD beacon (using PostRenderFor())

LightColors[5] Source code

var(DominationObjective) color LightColors[5];
The Light color DomLight will use to match the ControllingTeam

PointName Source code

var(DominationObjective) string PointName;
The displayed name of this point. ObjectiveName can also be used.


Functions Detail

BeginState Disabled Source code

event BeginState ( Name PreviousStateName) )

BetterObjectiveThan Source code

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

DisableThisPoint Source code

function DisableThisPoint ( ) )

GetHomeBase Source code

function DominationFactory GetHomeBase ( ) )
returns the game objective we should trigger Kismet ControlPoint events on
@return HomeBase value

GetHUDOffset Source code

simulated function vector GetHUDOffset ( PlayerController PC, Canvas Canvas) )
Lower the offset

GetHumanReadableName Source code

simulated function string GetHumanReadableName ( ) )

IsActive Source code

simulated event bool IsActive ( ) )

IsKeyBeaconObjective Source code

simulated function bool IsKeyBeaconObjective ( UTPlayerController PC) )
Controls if the beacon should be pulsating or not
@return true if is objective on which player should focus

NearObjective Source code

function bool NearObjective ( Pawn P) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostRenderFor Source code

simulated event PostRenderFor ( PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) )
PostRenderFor() Hook to allow objectives to render HUD overlays for themselves. Called only if objective was rendered this tick. Assumes that appropriate font has already been set

PoweredBy Source code

simulated function bool PoweredBy ( byte Team) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

Reset Source code

function Reset ( ) )

ResetPoint Source code

function ResetPoint ( bool IsEnabled) )

SetAlarm Source code

simulated function SetAlarm ( bool bNowOn) )

Touch Source code

event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) )

UnTouch Source code

event UnTouch ( Actor Other) )

UpdateStatus Source code

function UpdateStatus ( ) )
Updates effects and send out messages when the status of this point has changed. @note ControllingPawn should be set before calling this and child classes need to set ControllingTeam before calling super.UpdateStatus()

UpdateTeamEffects Source code

simulated function UpdateTeamEffects ( byte TeamIndex) )

ValidateTeamIndex Source code

static function byte ValidateTeamIndex ( byte TeamIndex) )
returns a valid 4 team TeamIndex or neutral
@param TeamIndex The number to valiadate
@return a valid TeamIndex
@note 0=Red Team 1=Blue Team 2=Green Team 3=Gold Team 4=Neutral (no team)


Defaultproperties

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