Gah - a solution with more questions. – EntropicLqd

Legacy:CTFFlag

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2003 :: Actor >> Decoration >> GameObject >> CTFFlag

This is the flag in Capture the Flag. The two subclasses, xBlueFlag and xRedFlag, have their default properties set up with the corresponding skin and light color, and they also initate the animation loop.

SameTeamTouch and ValidHolder are the two functions most important to CTF gameplay.

Properties[edit]

TeamNum 
Which team the flag belongs to.
Team 
The UnrealTeamInfo for the flag's team.
OldHolder 
The flag's previous holder.
GRI 
The current GameReplicationInfo. Appalently not used outside of UpdateForTeam.

Methods[edit]

UpdateForTeam 
Apply the team's symbol to the flag's skin.
SetGRI 
Calls UpdateForTeam.
SameTeam 
Is the given Controller on the flag's team?
SameTeamTouch 
Overridden in Dropped state.
CheckPain 
Overridden in Dropped state.

Inherited from Actor[edit]

PostBeginPlay 
Calls SetGRI.
Landed 
Return to standard "on the ground" orientation.
FellOutOfWorld 
Sends the flag home.

Inherited from GameObject[edit]

SetHolder 
Alert the CTFSquadAIs of the event.
Drop 
Gives the flag some velocity and random spin.
ValidHolder 
For teammates, calls SameTeamTouch. Otherwise, enemy players can pick up the flag.
LogReturned
LogDropped

Home state[edit]

SameTeamTouch 
If the player is carrying a flag, a point is scored.
LogTaken
Timer 
Makes sure the flag really is on the base.
BeginState 
Makes the base visible instead of the flag.
EndState 
Makes the flag visible instead of the base.

Held state[edit]

Timer 
Sends the flag home if the holder is somehow lost.
BeginState 
Just sets the timer. The GameObject function calls UnrealPawn.HoldGameObject to make the flag get physically carried.
EndState

Dropped state[edit]

SameTeamTouch 
A teammate has touched the flag, so it goes home.
LogTaken
CheckFit 
Make sure the flag can actually fit where it was dropped. Otherwise it goes home.
CheckPain
TakeDamage
PhysicsVolumeChange
BeginState 
Sets up collision properties.
EndState
Timer 
Broadcasts a message, then lets GameObject do the sending home.

Known Subclasses[edit]

Related Topics[edit]

Discussion[edit]

Uncommon: Anyone have an idea why the animation is set up in the subclasses? It's exactly the same in both.

SuperApe: These are Mesh animations. See the Mesh Browser.