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UE3:UTCarriedObject (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- UTGame
- Direct subclasses:
- UTCTFFlag, UTOnslaughtFlag
- This class in other games:
- UDK
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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
[edit] Subobjects
[edit] CollisionCylinder
Class: Engine.CylinderComponent
| Property | Value |
|---|---|
| CollideActors | True |
| CollisionHeight | 30.0 |
| CollisionRadius | 48.0 |
[edit] Functions
[edit] Native functions
[edit] GetTeamNum
Overrides: Actor.GetTeamNum
GetTeamNum() returns teamindex of team with which this UTCarriedObject is associated.
[edit] SetHUDLocation
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
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
[edit] Landed
Overrides: Actor.Landed
[edit] NotReachableBy
[edit] OnBaseChainChanged
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] ReplicatedEvent
Overrides: Actor.ReplicatedEvent
[edit] Touch
Overrides: Actor.Touch
[edit] Other instance functions
[edit] AutoSendHome
send home without player intervention (timed out, fell out of world, etc)
[edit] BroadcastDroppedMessage
[edit] BroadcastReturnedMessage
[edit] BroadcastTakenDroppedMessage
[edit] BroadcastTakenFromBaseMessage
[edit] CalcSetHome
[edit] CheckFit
[edit] CheckPain
[edit] CheckTouching
[edit] ClearHolder
[edit] ClientReturnedHome
called on the client when the flag is returned
[edit] DrawIcon
[edit] Drop
called to drop the flag
[edit] FlagUse
Called when player "uses" this flag Return true if use had an effect
[edit] GetIconTexture
[edit] GetKismetEventObjective
returns the game objective we should trigger Kismet flag events on
[edit] HighlightOnMinimap
[edit] KismetSendHome
called when a Kismet action returns the flag
[edit] LogDropped
[edit] LogReturned
[edit] LogTaken
[edit] Position
[edit] RenderEnemyMapIcon
[edit] RenderMapIcon
[edit] Score
[edit] SendFlagMessage
[edit] SendHome
called to send the flag to its home base
Parameters:
- Returner - the player responsible for returning the flag (may be None)
[edit] SetHolder
[edit] ShouldMinimapRenderFor
returns true if should be rendered for passed in player
[edit] ValidHolder
[edit] States
[edit] Dropped
[edit] Dropped.BaseChange
Overrides: Actor.BaseChange (global)
[edit] Dropped.BeginState
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
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
Overrides: Actor.PhysicsVolumeChange (global)
[edit] Dropped.TakeDamage
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
Overrides: Actor.Timer (global)
[edit] Dropped.CheckFit
Overrides: CheckFit (global)
[edit] Dropped.CheckPain
Overrides: CheckPain (global)
[edit] Dropped.LogTaken
Overrides: LogTaken (global)
[edit] Held
[edit] Held.BeginState
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
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
Overrides: Actor.Timer (global)
[edit] Held.KismetSendHome
Overrides: KismetSendHome (global)
called when a Kismet action returns the flag
[edit] Held.SendHome
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
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
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
Overrides: Actor.Timer (global)
[edit] Home.LogTaken
Overrides: LogTaken (global)
