User:Jrubzjeknf/TeamSpecificActors/TeamSpecificPathNode

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Revision as of 19:56, 6 January 2011 by imported>Crusha (Updated with a version that uses absolute links.)
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TeamSpecificPathNode

UT2004 Object >> Actor >> NavigationPoint >> PathNode >> TeamSpecificPathNode (custom)
Package: 
TeamSpecificActors_v2


Bots are treated differently based on what team they're on. While one bot can use it, other bots are highly recommend that they shouldn't. In case the variable bBlocked is set to false, all bots will always ignore the pathnode.

Full documentation on TeamSpecificActors_v2.u can be downloaded from: http://unrealized-potential.com/forum/index.php?act=Attach&type=post&id=5135

Properties

Property group 'TeamSpecificPathNode'

BelongsToTeam

Type: int

To which team this PathNode belongs

Internal variables

bChangeOnNextReset

Type: bool

hack for Assault resetting the first round

bIsASorONS

Type: bool


bIsASPractiseRound

Type: bool

do nothing when the next reset is actually the start of the match

Default value: True

Default values

Property Value
Texture Texture'UltimateMappingTools_Tex.Icons.TS_Pickup'

Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: NavigationPoint.PostBeginPlay


SpecialCost

event int SpecialCost (Pawn Other, ReachSpec Path)

Overrides: NavigationPoint.SpecialCost


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


Other instance functions

Reset

function Reset ()

Overrides: Actor.Reset



TeamSpecificRoadPathNode

UT2004 Object >> Actor >> NavigationPoint >> PathNode >> RoadPathNode >> TeamSpecificRoadPathNode (custom)
Package: 
TeamSpecificActors_v2


Bots are treated differently based on what team they're on. While one bot can use it, other bots are highly recommend that they shouldn't. In case the variable bBlocked is set to false, all bots will always ignore the pathnode.

Full documentation on TeamSpecificActors_v2.u can be downloaded from: http://unrealized-potential.com/forum/index.php?act=Attach&type=post&id=5135

Properties

Property group 'TeamSpecificRoadPathNode'

BelongsToTeam

Type: int

To which team this RoadPathNode belongs

Internal variables

bChangeOnNextReset

Type: bool

hack for Assault resetting the first round

bIsASorONS

Type: bool


bIsASPractiseRound

Type: bool

do nothing when the next reset is actually the start of the match

Default value: True

Default values

Property Value
Texture Texture'UltimateMappingTools_Tex.Icons.TS_RoadPath'

Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: NavigationPoint.PostBeginPlay


SpecialCost

event int SpecialCost (Pawn Other, ReachSpec Path)

Overrides: NavigationPoint.SpecialCost


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


Other instance functions

Reset

function Reset ()

Overrides: Actor.Reset



TeamSpecificFlyingPathNode

UT2004 Object >> Actor >> NavigationPoint >> PathNode >> FlyingPathNode >> TeamSpecificFlyingPathNode (custom)
Package: 
TeamSpecificActors_v2


Bots are treated differently based on what team they're on. While one bot can use it, other bots are highly recommend that they shouldn't. In case the variable bBlocked is set to true, all bots will always ignore the pathnode.

Full documentation on TeamSpecificActors_v2.u can be downloaded from: http://unrealized-potential.com/forum/index.php?act=Attach&type=post&id=5135

Properties

Property group 'TeamSpecificFlyingPathNode'

BelongsToTeam

Type: int

To which team this FlyingPathNode belongs

Internal variables

bChangeOnNextReset

Type: bool

hack for Assault resetting the first round

bIsASorONS

Type: bool


bIsASPractiseRound

Type: bool

do nothing when the next reset is actually the start of the match

Default value: True

Default values

Property Value
Texture Texture'UltimateMappingTools_Tex.Icons.TS_FlyingPath'

Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: NavigationPoint.PostBeginPlay


SpecialCost

event int SpecialCost (Pawn Other, ReachSpec Path)

Overrides: NavigationPoint.SpecialCost


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


Other instance functions

Reset

function Reset ()

Overrides: Actor.Reset