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UE3:UTOnslaughtFlag (UT3)

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UT3 Object >> Actor >> UTCarriedObject >> UTOnslaughtFlag

Contents

Package: 
UTGame
Direct subclass:
UTOnslaughtFlag_Content

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

Properties[edit]

bFinishedPreBuild[edit]

Type: bool

Modifiers: repnotify

set when rebuilding and finished prebuild delay

BuildStartTime[edit]

Type: float

Modifiers: repnotify

Time when orb building started

BuildTime[edit]

Type: float

How long to wait before building power orb

EnemyReturnPrebuildTime[edit]

Type: float

How long before rebuilding orb if enemy returns it

FlagEffect[edit]

Type: ParticleSystem

Array size: 2


FlagEffectComp[edit]

Type: ParticleSystemComponent


FlagMaterials[edit]

Type: Material

Array size: 2


GodBeamClass[edit]

Type: class<UTOnslaughtGodBeam>


GraceDist[edit]

Type: float

if a teammate is within this range when the orb would be returned, it halts the timer at zero to give them a final chance to grab it

HomeHiddenCount[edit]

Type: int

Used for failsafe check if orb should be unhidden

HomeOrbScale[edit]

Type: float

scale when rebuilding/at home

HoverboardOrbScale[edit]

Type: float

scale when viewed by player holding orb and driving hoverboard

LastForcedReturnPRI[edit]

Type: PlayerReplicationInfo

Don't let auto-return player pick it up again unless at least 30 seconds have passed.

LastForcedReturnTime[edit]

Type: float


LastGraceDistance[edit]

Type: float


LastIncomingWarning[edit]

Type: float


LastNearbyObjective[edit]

Type: UTGameObjective


LastUsefulTime[edit]

Type: float

When held, monitor last time it was used usefully, and auto-return if player isn't doing anything with orb.

LightColors[edit]

Type: Object.Color

Array size: 2


LockedNode[edit]

Type: UTOnslaughtPowernode

currently locked node

MaxHoldTime[edit]

Type: float

max time before auto-return unused orb (note that locking a vulnerable node counts as use)

Default value: 120.0

MaxSpringDistance[edit]

Type: float


Mesh[edit]

Type: StaticMeshComponent


MyGodBeam[edit]

Type: UTOnslaughtGodBeam


NormalOrbScale[edit]

Type: float

normal orb scale

OldLocation[edit]

Type: Object.Vector


OrbMinViewDist[edit]

Type: float

Hide orb if closer than this, to avoid camera clipping

Default value: 28.0

OrbString[edit]

Type: string

Modifiers: localized


Default value: "ORB"

Prebuildtime[edit]

Type: float

How long to wait before building power orb

RemainingDropTime[edit]

Type: byte

remaining time (in real seconds) orb can be on the ground before it gets returned

ReturnedEffectClasses[edit]

Type: class<UTReplicatedEmitter>

Array size: 2

teamcolored effect played when we are returned

StartingHomeBase[edit]

Type: UTOnslaughtFlagBase

keeps track of starting home base for round resets, as HomeBase changes depending on the closest friendly base when the flag gets returned

ToolTipIconCoords[edit]

Type: UIRoot.TextureCoordinates

Coordinates for the tooltip textures

Default value:

Member Value
U 921.0
UL 93.0
V 61.0
VL 54.0

UsePictographDistSq[edit]

Type: float

Use pictograph distance - show pictograph to use enemy orb if within this distance

Default value: 21025.0

Default values[edit]

Property Value
bPostRenderIfNotVisible True
HomeBaseOffset
Member Value
X 12.68
Y 0.0
Z 32.04

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTCarriedObject.CollisionCylinder

No new values.

Functions[edit]

Native functions[edit]

GetTeamNum[edit]

simulated native function byte GetTeamNum ()

Overrides: UTCarriedObject.GetTeamNum

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

NativePostRenderFor[edit]

simulated native function NativePostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.NativePostRenderFor

Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


DrawUsePictograph[edit]

simulated event DrawUsePictograph (PlayerController PC, Canvas Canvas)


OrbUnused[edit]

event OrbUnused ()


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTCarriedObject.PostBeginPlay


PostRenderFor[edit]

simulated event PostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.PostRenderFor

PostRenderFor() Hook to allow objectives to render HUD overlays for themselves. Called only if objective was rendered this tick. Assumes that appropriate font has already been set

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTCarriedObject.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: Actor.Reset


SetOrbTeam[edit]

simulated event SetOrbTeam ()


Other instance functions[edit]

BroadcastDroppedMessage[edit]

function BroadcastDroppedMessage (Controller EventInstigator)

Overrides: UTCarriedObject.BroadcastDroppedMessage


BroadcastTakenFromBaseMessage[edit]

function BroadcastTakenFromBaseMessage (Controller EventInstigator)

Overrides: UTCarriedObject.BroadcastTakenFromBaseMessage


ClientReturnedHome[edit]

simulated function ClientReturnedHome ()

Overrides: UTCarriedObject.ClientReturnedHome

called on the client when the flag is returned

DoBuildOrb[edit]

function DoBuildOrb ()


DrawIcon[edit]

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

Overrides: UTCarriedObject.DrawIcon

If being rebuilt, Draw partial icon to reflect that orb is building

Drop[edit]

function Drop (optional Controller Killer)

Overrides: UTCarriedObject.Drop

called to drop the flag

FindNearestFlagBase[edit]

function UTOnslaughtFlagBase FindNearestFlagBase (UTOnslaughtNodeObjective CurrentNode, optional out array<UTOnslaughtNodeObjectiveCheckedNodes)


IsNearlyHome[edit]

function bool IsNearlyHome ()

Returns:

whether this flag is at its homebase or reasonably close to it

IsRebuilding[edit]

function bool IsRebuilding ()


LogDropped[edit]

function LogDropped (Controller EventInstigator)

Overrides: UTCarriedObject.LogDropped


NotifyLocalPlayerTeamReceived[edit]

simulated function NotifyLocalPlayerTeamReceived ()

Overrides: Actor.NotifyLocalPlayerTeamReceived


OrbBuilt[edit]

function OrbBuilt ()


RenderEnemyMapIcon[edit]

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

Overrides: UTCarriedObject.RenderEnemyMapIcon


RenderMapIcon[edit]

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

Overrides: UTCarriedObject.RenderMapIcon


Score[edit]

function Score ()

Overrides: UTCarriedObject.Score


SendFlagMessage[edit]

function SendFlagMessage (Controller C)

Overrides: UTCarriedObject.SendFlagMessage


SendHome[edit]

function SendHome (Controller Returner)

Overrides: UTCarriedObject.SendHome

called to send the flag to its home base

Parameters:

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

SetHolder[edit]

function SetHolder (Controller C)

Overrides: UTCarriedObject.SetHolder


SetHomeBase[edit]

function SetHomeBase ()

sets HomeBase to the nearest friendly Onslaught flag base

SetTeam[edit]

function SetTeam (int TeamIndex)


ShouldMinimapRenderFor[edit]

simulated function bool ShouldMinimapRenderFor (PlayerController PC)

Overrides: UTCarriedObject.ShouldMinimapRenderFor

returns true if should be rendered for passed in player

UpdateTeamEffects[edit]

simulated function UpdateTeamEffects ()


ValidHolder[edit]

function bool ValidHolder (Actor Other)

Overrides: UTCarriedObject.ValidHolder


States[edit]

Dropped[edit]

Inherits from: UTCarriedObject.Dropped

Ignores: Drop

Dropped.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: UTCarriedObject.Dropped.BeginState

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

Dropped.EndState[edit]

event EndState (name NextStateName)

Overrides: UTCarriedObject.Dropped.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.

Dropped.Timer[edit]

event Timer ()

Overrides: UTCarriedObject.Dropped.Timer


Dropped.Touch[edit]

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

Overrides: UTCarriedObject.Touch (global)


Dropped.FlagUse[edit]

function bool FlagUse (Controller C)

Overrides: UTCarriedObject.FlagUse (global)

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

Dropped.SendHome[edit]

function SendHome (Controller Returner)

Overrides: SendHome (global)

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

Parameters:

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

Held[edit]

Inherits from: UTCarriedObject.Held

Ignores: SetHolder

Held.OrbUnused[edit]

event OrbUnused ()

Overrides: OrbUnused (global)

Send unused orb home

Held.Score[edit]

function Score ()

Overrides: Score (global)


Home[edit]

Inherits from: UTCarriedObject.Home

Ignores: Drop, KismetSendHome, Score, SendHome

Home.BeginState[edit]

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[edit]

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.Reset[edit]

event Reset ()

Overrides: Reset (global)


Rebuilding[edit]

Modifiers: auto

Ignores: Drop, KismetSendHome, Score, SendHome

Rebuilding.BeginState[edit]

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).

Rebuilding.EndState[edit]

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.

Rebuilding.Reset[edit]

event Reset ()

Overrides: Reset (global)


Rebuilding.DoBuildOrb[edit]

function DoBuildOrb ()

Overrides: DoBuildOrb (global)


Rebuilding.IsRebuilding[edit]

function bool IsRebuilding ()

Overrides: IsRebuilding (global)


Rebuilding.OrbBuilt[edit]

function OrbBuilt ()

Overrides: OrbBuilt (global)