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UE2:LocalMessage (U2)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- AllArtifactsInPlayMessage, ArtifactReturnedMessage, ArtifactScoredEnemyMessage, ArtifactStolenMessage, ArtifactStoredFailedMessage, ArtifactStoredMessage, CriticalArtifactReturnedMessage, CriticalArtifactScoredMessage, CriticalArtifactStolenMessage, CriticalEventPlus, DeathMessage, DeployPointGainedMessage, DeployPointLostMessage, DominatingBlueMessage, DominatingRedMessage, EnergyCriticalMessage, EnergySourceGainedMessage, EnergySourceLostMessage, FailedConnect, GameMessage, HasAllArtifactsEnemyMessage, HasAllArtifactsTeamMessage, HasAllDeployEnemyMessage, HasAllDeployTeamMessage, HasAllEnergyEnemyMessage, HasAllEnergyTeamMessage, TimeRemainingMessage, XMPVehicleMessage, XMPVoiceMessage
- This class in other games:
- U2XMP, UDK, UE2Runtime, UT, UT2003, UT2004, UT3
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LocalMessage
LocalMessages are abstract classes which contain an array of localized text. The PlayerController function ReceiveLocalizedMessage() is used to send messages to a specific player by specifying the LocalMessage class and index. This allows the message to be localized on the client side, and saves network bandwidth since the text is not sent. Actors (such as the GameInfo) use one or more LocalMessage classes to send messages. The BroadcastHandler function BroadcastLocalizedMessage() is used to broadcast localized messages to all the players.
[edit] Properties
[edit] Property group 'LocalMessage'
[edit] MessageText
Type: string
Modifiers: localized
[edit] Property group 'Message'
[edit] ChildMessage
Type: class<LocalMessage>
In some cases, we need to refer to a child message.
[edit] SomeoneString
Type: string
Modifiers: localized
Default value: "someone"
[edit] Internal variables
[edit] bBeep
Type: bool
If true, beep!
[edit] bCenter
Type: bool
Whether or not to center the message.
[edit] bComplexString
Type: bool
Indicates a multicolor string message class.
[edit] bFadeMessage
Type: bool
If true, use fade out effect on message.
[edit] bFromBottom
Type: bool
Subtract YPos.
[edit] bIsConsoleMessage
Type: bool
If true, put a GetString on the console.
Default value: True
[edit] bIsSpecial
Type: bool
If true, don't add to normal queue.
Default value: True
[edit] bIsUnique
Type: bool
If true and special, only one can be in the HUD queue at a time.
[edit] bOffsetYPos
Type: bool
If the YPos indicated isn't where the message appears.
[edit] DrawColor
Type: Object.Color
Default value:
| Member | Value |
|---|---|
| A | 255 |
| B | 255 |
| G | 255 |
| R | 255 |
[edit] FontSize
Type: int
0: Huge, 1: Big, 2: Small ...
[edit] Lifetime
Type: int
- of seconds to stay in HUD message queue.
Default value: 3
[edit] MessageFont
Type: Font
[edit] MessageHolder
Type: string
[edit] MessageLabel
Type: string
[edit] MessageSound
Type: Sound
[edit] MessageWrapX
Type: int
[edit] TeamColorCodes
Type: int
Array size: 2
Default value, index 0: 115
Default value, index 1: 11
[edit] XPos
Type: float
Default value: 0.5
[edit] YPos
Type: float
Default value: 0.7
