Legacy:ONSPowerNodeNeutral - Unreal Wiki

# Legacy:ONSPowerNodeNeutral

### From Unreal Wiki, The Unreal Engine Documentation Site

UT2004 :: Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore >> ONSPowerNodeNeutral

This actor represents a neutral Onslaught powernode. Any PlayerStarts, ONSVehicleFactorys, or ONSManualGunPawn laser turrets will automatically link to the closest powernode or powercore.

## Unique Editable Properties

### ONSPowerCore

string ActiveSound
  Ambient sound to emit from this node

bool bFinalCore
  default true if this is one of the (real) PowerCores (not a PowerNode)

bool bPowered
  I assume this is to see if the PowerNode is powered and its default is false hence, when a ONS game starts none of the nodes are powered, so I assume when the node becomes powered by a team it becomes bPowered=True for that node :)

bool bStartNeutral
  Default True. I assume toggles whether the node is capturable from the start of the game.

string ConstructedSound
  Sound to play when the node finishes construction

int ConstructionTime
  Time in seconds for the node to build if a player starts construction and lets the node build itself

string DeadStaticMesh
  only used for PowerCores - StaticMesh to use when PowerCore is destroyed

string DestroyedSound
  Sound to play when the node is destroyed

string HealedSound
  Sound to play when the node has been healed back to full health

string HealingSound
  Sound to play as a player heals the node

string NeutralSound
  Sound played when the node is unclaimed by either team

string StartConstructionSound
  Sound played when the node begins construction

### Information

When building an Onslaught map, you should never need to change any of these values.

Category: Legacy Class (UT2004)

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