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UE3:UTCarriedObject (UT3)

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UT3 Object >> Actor >> UTCarriedObject

Contents

Package: 
UTGame
Direct subclasses:
UTCTFFlag, UTOnslaughtFlag
This class in other games:
UDK

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] Assists

Type: array<Controller>


[edit] bHome

Type: bool

Modifiers: repnotify


[edit] bLastSecondSave

Type: bool


[edit] bLeavingDroppedState

Type: bool

set when leaving Dropped state, to stop some of its state functions from doing anything during EndState()

[edit] BlueColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 1.0
G 0.0
R 0.0

[edit] bUseTeamColorForIcon

Type: bool


[edit] DefaultHeight

Type: float


[edit] DefaultRadius

Type: float


[edit] DroppedSound

Type: SoundCue

sound to play when we are dropped

[edit] FirstTouch

Type: Controller

Who touched this objective first

[edit] FlagLight

Type: PointLightComponent


[edit] GameObjBone3P

Type: name


[edit] GameObjOffset1P

Type: Object.Vector

Rotation from attachment bone in third person

[edit] GameObjOffset3P

Type: Object.Vector

Bone to which this carriedobject should be attached in third person

[edit] GameObjRot1P

Type: Object.Rotator

Offset from holder Location in first person

[edit] GameObjRot3P

Type: Object.Rotator

Offset from attachment bone in third person

[edit] GoldColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 1.0
R 1.0

[edit] HighlightScale

Type: float

Used for highlighting on minimap

[edit] HighlightSpeed

Type: float


Default value: 10.0

[edit] Holder

Type: Pawn


[edit] HolderPRI

Type: UTPlayerReplicationInfo

Modifiers: repnotify


[edit] HomeBase

Type: UTGameObjective


[edit] HomeBaseOffset

Type: Object.Vector

offset for placing object when at home

[edit] HUDLocation

Type: Object.Vector


[edit] IconCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 599.0
UL 25.0
V 236.0
VL 25.0

[edit] IconTexture

Type: Texture2D

Coordiates of the icon associated with this object

Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'

[edit] LastAnchor

Type: NavigationPoint

Modifiers: const

recent nearest path

[edit] LastFlagSeeTime

Type: float

Used by bots sending voice messages about enemy flag carrier

[edit] LastHighlightUpdate

Type: float


[edit] LastSeeMessageIndex

Type: int


Default value: -1

[edit] LastValidAnchorTime

Type: float

last time a valid anchor was found

[edit] MapSize

Type: float


Default value: 1.0

[edit] MaxDropTime

Type: float


Default value: 25.0

[edit] MaxHighlightScale

Type: float


Default value: 8.0

[edit] NeedToPickUpAnnouncements

Type: array<UTPlayerController.ObjectiveAnnouncementInfo>

announcements used when telling player to pick this object up

[edit] OldBase

Type: Actor


[edit] OldBaseBase

Type: Actor


[edit] OldHolder

Type: Pawn


[edit] PickupSound

Type: SoundCue

sound to play when we are picked up

[edit] PickUpWaveForm

Type: ForceFeedbackWaveform


Default value: ForceFeedbackWaveform'UTGame.Default__UTCarriedObject:ForceFeedbackWaveformPickUp'

[edit] RedColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 1.0

[edit] ReturnedSound

Type: SoundCue

sound to play when we are sent home

[edit] TakenTime

Type: float


[edit] Team

Type: UTTeamInfo

Modifiers: repnotify


[edit] TossDistance

Type: float

Distance within which a bot can toss this to a player teammate

Default value: 1500.0

[edit] Default values

Property Value
bAlwaysRelevant True
bIgnoreRigidBodyPawns True
bOrientOnSlope True
bUpdateSimulatedPosition True
CollisionComponent CylinderComponent'CollisionCylinder'
CollisionType COLLIDE_CustomDefault
Components[0] CylinderComponent'CollisionCylinder'
RemoteRole ROLE_SimulatedProxy

[edit] Subobjects

[edit] CollisionCylinder

Class: Engine.CylinderComponent

Property Value
CollideActors True
CollisionHeight 30.0
CollisionRadius 48.0

[edit] Functions

[edit] Native functions

[edit] GetTeamNum

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum

GetTeamNum() returns teamindex of team with which this UTCarriedObject is associated.

[edit] SetHUDLocation

simulated native function SetHUDLocation (Object.Vector NewHUDLocation)

Overrides: Actor.SetHUDLocation

function used to update where icon for this actor should be rendered on the HUD

Parameters:

  • NewHUDLocation - is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD

[edit] Events

[edit] FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

[edit] Landed

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Actor.Landed


[edit] NotReachableBy

event NotReachableBy (Pawn P)


[edit] OnBaseChainChanged

simulated event OnBaseChainChanged ()


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


[edit] Touch

singular event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch


[edit] Other instance functions

[edit] AutoSendHome

function AutoSendHome ()

send home without player intervention (timed out, fell out of world, etc)

[edit] BroadcastDroppedMessage

function BroadcastDroppedMessage (Controller EventInstigator)


[edit] BroadcastReturnedMessage

function BroadcastReturnedMessage ()


[edit] BroadcastTakenDroppedMessage

function BroadcastTakenDroppedMessage (Controller EventInstigator)


[edit] BroadcastTakenFromBaseMessage

function BroadcastTakenFromBaseMessage (Controller EventInstigator)


[edit] CalcSetHome

protected function CalcSetHome ()


[edit] CheckFit

function CheckFit ()


[edit] CheckPain

function CheckPain ()


[edit] CheckTouching

function CheckTouching ()


[edit] ClearHolder

function ClearHolder ()


[edit] ClientReturnedHome

simulated function ClientReturnedHome ()

called on the client when the flag is returned

[edit] DrawIcon

simulated function DrawIcon (Canvas Canvas, Object.Vector IconLocation, float IconWidth, float IconAlpha)


[edit] Drop

function Drop (optional Controller Killer)

called to drop the flag

[edit] FlagUse

function bool FlagUse (Controller C)

Called when player "uses" this flag Return true if use had an effect

[edit] GetIconTexture

simulated function Texture2D GetIconTexture ()


[edit] GetKismetEventObjective

function UTGameObjective GetKismetEventObjective ()

returns the game objective we should trigger Kismet flag events on

[edit] HighlightOnMinimap

simulated function HighlightOnMinimap (int Switch)


[edit] KismetSendHome

function KismetSendHome ()

called when a Kismet action returns the flag

[edit] LogDropped

function LogDropped (Controller EventInstigator)


[edit] LogReturned

function LogReturned (Controller EventInstigator)


[edit] LogTaken

function LogTaken (Controller EventInstigator)


[edit] Position

function Actor Position ()


[edit] RenderEnemyMapIcon

simulated function RenderEnemyMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, UTGameObjective NearbyObjective)


[edit] RenderMapIcon

simulated function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner)


[edit] Score

function Score ()


[edit] SendFlagMessage

function SendFlagMessage (Controller C)


[edit] SendHome

function SendHome (Controller Returner)

called to send the flag to its home base

Parameters:

  • Returner - the player responsible for returning the flag (may be None)

[edit] SetHolder

function SetHolder (Controller C)


[edit] ShouldMinimapRenderFor

simulated function bool ShouldMinimapRenderFor (PlayerController PC)

returns true if should be rendered for passed in player

[edit] ValidHolder

function bool ValidHolder (Actor other)


[edit] States

[edit] Dropped

Ignores: Drop

[edit] Dropped.BaseChange

singular event BaseChange ()

Overrides: Actor.BaseChange (global)


[edit] Dropped.BeginState

event BeginState (name PreviousStateName)

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] Dropped.EndState

event EndState (name NextStateName)

Overrides: Object.EndState (global)

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.

[edit] Dropped.PhysicsVolumeChange

singular event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange (global)


[edit] Dropped.TakeDamage

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Actor.TakeDamage (global)

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • Damage - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

[edit] Dropped.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Dropped.CheckFit

function CheckFit ()

Overrides: CheckFit (global)


[edit] Dropped.CheckPain

function CheckPain ()

Overrides: CheckPain (global)


[edit] Dropped.LogTaken

function LogTaken (Controller EventInstigator)

Overrides: LogTaken (global)


[edit] Held

Ignores: SetHolder

[edit] Held.BeginState

event BeginState (name PreviousStateName)

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] Held.EndState

event EndState (name NextStateName)

Overrides: Object.EndState (global)

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.

[edit] Held.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Held.KismetSendHome

function KismetSendHome ()

Overrides: KismetSendHome (global)

called when a Kismet action returns the flag

[edit] Held.SendHome

function SendHome (Controller Returner)

Overrides: SendHome (global)

(Description copied from UTCarriedObject.SendHome)
called to send the flag to its home base

Parameters:

  • Returner - the player responsible for returning the flag (may be None)

[edit] Home

Modifiers: auto

Ignores: Drop, KismetSendHome, Score, SendHome

[edit] Home.BeginState

event BeginState (name PreviousStateName)

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] Home.EndState

event EndState (name NextStateName)

Overrides: Object.EndState (global)

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.

[edit] Home.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Home.LogTaken

function LogTaken (Controller EventInstigator)

Overrides: LogTaken (global)