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UE3:UTCTFFlag (UDK)

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UDK Object >> Actor >> UTCarriedObject >> UTCTFFlag
Package: 
UTGame
Direct subclasses:
UTCTFBlueFlag, UTCTFRedFlag
This class in other games:
UT3


Properties

bBringDownFromBright

Type: bool

if true the bright param has peaked and now we need to phase the flag out

bBringUpBright

Type: bool

if true the flag is just starting to res out and needs its bright param ramped up

bFadingOut

Type: bool

Modifiers: repnotify


bRespawning

Type: bool

Modifiers: repnotify


bWasClothEnabled

Type: bool


HoverboardingClothVelClamp

Type: Object.Vector


Default value:

Member Value
X 300.0
Y 300.0
Z 200.0

LastLocationPingTime

Type: float


Default value: -100.0

LightEnvironment

Type: DynamicLightEnvironmentComponent

The Flags's light environment

Default value: DynamicLightEnvironmentComponent'FlagLightEnvironment'

MICArray

Type: array<MaterialInstanceConstant>


RespawnEffect

Type: ParticleSystem

particle system to play when the flag respawns at home base

RunningClothVelClamp

Type: Object.Vector


Default value:

Member Value
X 500.0
Y 500.0
Z 200.0

SuccessfulCaptureSystem

Type: ParticleSystemComponent


Default values

Property Value
bCollideActors True
bHardAttach True
bHome True
bUseTeamColorForIcon True
Components[1] PointLightComponent'FlagLightComponent'
Components[2] DynamicLightEnvironmentComponent'FlagLightEnvironment'
Components[3] SkeletalMeshComponent'TheFlagSkelMesh'
FlagLight PointLightComponent'FlagLightComponent'
GameObjBone3P 'b_Spine2'
GameObjOffset1P
Member Value
X -45.0
Y -8.0
Z 30.0
GameObjOffset3P
Member Value
X 0.0
Y 16.0
Z 0.0
GameObjRot1P
Member Value
Pitch 0
Roll -3640
Yaw 16384
GameObjRot3P
Member Value
Pitch 0
Roll -16384
Yaw 16384
HomeBaseOffset
Member Value
X 0.0
Y 0.0
Z 1.0
IconCoords
Member Value
U 843.0
UL 46.0
V 86.0
VL 44.0
MapSize 0.4
NetPriority 3.0
PickUpWaveForm ForceFeedbackWaveform'UTGame.Default__UTCTFFlag:ForceFeedbackWaveformPickUp'
SkelMesh SkeletalMeshComponent'TheFlagSkelMesh'

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTCarriedObject.CollisionCylinder

Property Value
CollisionHeight 85.0
ReplacementPrimitive None

FlagLightComponent

Class: Engine.PointLightComponent

Property Value
Brightness 5.0
CastShadows False
LightingChannels
Member Value
CompositeDynamic False
Dynamic False
Radius 250.0

FlagLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Property Value
bDynamic False

TheFlagSkelMesh

Class: Engine.SkeletalMeshComponent

Property Value
bEnableClothSimulation True
bHasPhysicsAssetInstance True
BlockRigidBody True
bUpdateSkelWhenNotRendered False
bUseAsOccluder False
ClothWind
Member Value
X 20.0
Y 10.0
Z 0.0
LightEnvironment DynamicLightEnvironmentComponent'UTGame.Default__UTCTFFlag:FlagLightEnvironment'
RBChannel RBCC_Nothing
RBCollideWithChannels
Member Value
Cloth True
ReplacementPrimitive None
Translation
Member Value
X 0.0
Y 0.0
Z -40.0

Functions

Events

OnBaseChainChanged

simulated event OnBaseChainChanged ()

Overrides: UTCarriedObject.OnBaseChainChanged

Update damping on the cloth sim based on what we are doing.

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTCarriedObject.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTCarriedObject.ReplicatedEvent


Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

bringUpBrightOff

simulated function bringUpBrightOff ()


ClientReturnedHome

simulated function ClientReturnedHome ()

Overrides: UTCarriedObject.ClientReturnedHome

called on the client when the flag is returned

CustomFadeOutEffects

simulated function CustomFadeOutEffects ()

intended to have different flags override if they need custom effects just before a flag is returned to it's base

CustomRespawnEffects

simulated function CustomRespawnEffects ()

Intended to have different flags override if they need custom effects such as material params set on a respawn

Drop

function Drop (optional Controller Killer)

Overrides: UTCarriedObject.Drop

called to drop the flag

SameTeamTouch

function SameTeamTouch (Controller C)


SetFlagDynamicLightToNotBeDynamic

function SetFlagDynamicLightToNotBeDynamic ()

This is used to set the LightEnvironment to not be dynamic. Basically when a flag is dropped we need to update the LightEnvironment and then set it to not update anymore.

SetFlagPropertiesToStationaryFlagState

function SetFlagPropertiesToStationaryFlagState ()

This function will set the flag properties back to what they should be when the flag is stationary. (i.e. dropped or at a flag base

SetHolder

function SetHolder (Controller C)

Overrides: UTCarriedObject.SetHolder


ShouldMinimapRenderFor

simulated function bool ShouldMinimapRenderFor (PlayerController PC)

Overrides: UTCarriedObject.ShouldMinimapRenderFor

returns true if should be rendered for passed in player

ValidHolder

function bool ValidHolder (Actor Other)

Overrides: UTCarriedObject.ValidHolder


States

Dropped

Inherits from: UTCarriedObject.Dropped

Ignores: Drop

Dropped.Timer

event Timer ()

Overrides: UTCarriedObject.Dropped.Timer


Dropped.SameTeamTouch

function SameTeamTouch (Controller c)

Overrides: SameTeamTouch (global)


Home

Inherits from: UTCarriedObject.Home

Modifiers: auto

Ignores: Drop, Score, SendHome

Home.BeginState

event BeginState (name PreviousStateName)

Overrides: UTCarriedObject.Home.BeginState

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

Home.EndState

event EndState (name NextStateName)

Overrides: UTCarriedObject.Home.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Home.SameTeamTouch

function SameTeamTouch (Controller C)

Overrides: SameTeamTouch (global)