Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:UTMissionGRI (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site

(Redirected from UE3:BoneMaskData (UT3))
Jump to: navigation, search

Contents

Package: 
UTGame

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

[edit] Constants

[edit] MAXMISSIONS

Value: 5

This list will hold the mission tags of all available missions on the client. When it gets replicated, the client will clear their AvailMissionList and rebuild it using this list.

[edit] Properties

[edit] AvailMissionList

Type: array<UTMissionInfo.EMissionInformation>

Modifiers: transient

These are missions that are currently available to the Player

[edit] bBonesUpToDate

Type: bool


[edit] BoneMask

Type: BoneMaskData

Modifiers: repnotify


[edit] bPlayingBinkMovie

Type: bool

If this is true, we are playing a bink movie

[edit] BriefingScene

Type: UTUIScene_CMissionBriefing

Modifiers: transient


[edit] BriefingSceneTemplate

Type: string


Default value: "UI_Scenes_Campaign.Scenes.CampMissionBriefing"

[edit] bShowCredits

Type: bool

Modifiers: repnotify


[edit] bWasPlayingBinkMovie

Type: bool


[edit] ClientMissionTagCount

Type: int


[edit] ClientMissionTagList

Type: TagListWrapper

Modifiers: repnotify


[edit] CreditsSceneRef

Type: string


Default value: "UI_Scenes_FrontEnd.Scenes.Credits"

[edit] CurrentMenuState

Type: EMenuState


[edit] CurrentMissionID

Type: int

The Current Mission ID

[edit] FullMissionList

Type: array<UTSeqObj_SPMission>

The full mission list

[edit] GameModifierCard

Type: name

Modifiers: repnotify


[edit] Globes

Type: array<UTSPGlobe>


[edit] HostChapterMask

Type: int

Modifiers: repnotify


[edit] HostPRI

Type: UTMissionSelectionPRI


[edit] LastMissionID

Type: int

The ID of the last mission

[edit] LastMissionResult

Type: UTMissionSelectionGame.ESinglePlayerMissionResult

Holds the result of the previous mission

[edit] MapPointSFXTemplate

Type: StaticMesh


Default value: StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRingEnabled'

[edit] MissionData

Type: UTMissionInfo

Modifiers: transient


[edit] MissionInfoClassName

Type: string


Default value: "UTGameContent.UTMissionInfo_Content"

[edit] MovieThatIsPlaying

Type: string


[edit] PendingMissionInfo

Type: MissionRepData

Modifiers: repnotify


[edit] PlayBinkMission

Type: int

Modifiers: repnotify

Holds the mission tag of a bink movie to play

Default value: -1

[edit] PrevMapPointSFXTemplate

Type: StaticMesh


Default value: StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRingPrevious'

[edit] SelectedMapPointSFXTemplate

Type: StaticMesh


Default value: StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRing'

[edit] SelectionScene

Type: UTUIScene_CMissionSelection

Modifiers: transient


[edit] SelectionSceneTemplate

Type: string

Scene information

Default value: "UI_Scenes_Campaign.Scenes.CampMissionSelection"

[edit] Enums

[edit] EMenuState

EMS_None 
EMS_Selection 
EMS_Brief 
EMS_Launch 

[edit] Structs

[edit] BoneMaskData

Modifiers: native

int
int

[edit] MissionRepData

Modifiers: native

We bundle these to insure they are replicated together

int PendingMissionID 
EMenuState PendingMenuState 

[edit] TagListWrapper

Modifiers: native

We replicate the Tag list as a struct to avoid repnotify on each element

int Data[5] (MAXMISSIONS) 

[edit] Delegates

[edit] OnBinkMovieFinished

delegate OnBinkMovieFinished ()

If assigned, this delegate will be called when the movie has been completed

[edit] Functions

[edit] Native functions

[edit] FillMissionList

native function FillMissionList ()

Bink Movie Support

[edit] PlayBinkMovie

native function PlayBinkMovie (string MovieToPlay)

Plays a bink movie

[edit] StopBinkMovie

native function StopBinkMovie ()

Stops a bink movie

[edit] Events

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTGameReplicationInfo.PostBeginPlay


[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTGameReplicationInfo.ReplicatedEvent


[edit] Other instance functions

[edit] AddAvailableMission

simulated function AddAvailableMission (UTMissionInfo.EMissionInformation NewMission)


[edit] ChangeMenuState

simulated function ChangeMenuState (EMenuState NewState)

We need a different menu

[edit] ChangeMission

simulated function ChangeMission (int NewMissionID)

Note, until the menu scene is activated, this will be unused

[edit] ClientShowCredits

simulated function ClientShowCredits ()


[edit] ClientSyncMissions

simulated function ClientSyncMissions ()

This function will take the data replicated from the server and fill out the available missions array.

[edit] FindGlobe

simulated function bool FindGlobe (name GlobeTag, out UTSPGlobe OutGlobe)

Returns:

a globe

[edit] GetCurrentMission

simulated function bool GetCurrentMission (out UTMissionInfo.EMissionInformation Mission)


[edit] GetCurrentMissionObj

simulated function UTSeqObj_SPMission GetCurrentMissionObj ()

Returns:

the current mission

[edit] GetMission

simulated function bool GetMission (int MissionID, out UTMissionInfo.EMissionInformation Mission)

Returns:

a mission associated with a tag

[edit] GetMissionObj

simulated function UTSeqObj_SPMission GetMissionObj (int MissionID)

Given a mission index, look up the mission

Parameters:

  • MissionTag - Name of the mission to get

[edit] GetMissionStyleName

simulated function string GetMissionStyleName (UTMissionInfo.EMissionStyle MissionStyle)


[edit] SetChapterMask

simulated function SetChapterMask ()


[edit] SetModifierCard

function SetModifierCard (name Card)


[edit] SetupBoneIndicators

simulated function SetupBoneIndicators ()


[edit] ShowCredits

function ShowCredits ()


[edit] States

[edit] MenuStateChanged

We might not have all of the needed data replicated when we get the first menu state change. So we use a state to wait for all the information and then perform the action

[edit] MenuStateChanged.BeginState

simulated event BeginState (name PrevStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

[edit] MenuStateChanged.AttemptStateChange

simulated function bool AttemptStateChange ()


[edit] MenuStateChanged.TryAgain

simulated function TryAgain ()