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Difference between revisions of "UE2:ACTION DisplayMessage (U2)"

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(Auto-generated page)
 
(almost same as UT2004 version)
 
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{{infobox class
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{{UE2:ACTION_DisplayMessage (UT2004)}}
| package = Legend
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| parent1 = ScriptedAction
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| parent2 = Object
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}}
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{{autogenerated}}
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null
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==Properties==
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===Property group 'Action'===
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====bBroadcast====
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'''Type:''' [[bool]]
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<!-- enter variable description -->
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====Message====
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'''Type:''' [[string]]
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<!-- enter variable description -->
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====MessageType====
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'''Type:''' [[name]]
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<!-- enter variable description -->
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'''Default value:''' 'CriticalEvent'
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===Default values===
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{| class="list defaults"
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! Property
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! Value
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|-
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| {{tl|ActionString||ScriptedAction}}
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| "display message"
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|}
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==Instance functions==
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====GetActionString====
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{{code|function [[string]]&nbsp;'''GetActionString''' ()}}
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'''Overrides:''' {{tl|GetActionString|ScriptedAction}}
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<!-- enter function description -->
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====InitActionFor====
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{{code|function [[bool]]&nbsp;'''InitActionFor''' ({{cl|ScriptedController}}&nbsp;'''C''')}}
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'''Overrides:''' {{tl|InitActionFor|ScriptedAction}}
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<!-- enter function description -->
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Latest revision as of 03:02, 17 November 2009

U2 Object >> ScriptedAction >> ACTION_DisplayMessage
Package: 
Legend
This class in other games:
UE2Runtime, UT2003, UT2004

Displays a HUD message.

Properties[edit]

Property group 'Action'[edit]

bBroadcast[edit]

Type: bool

Whether to broadcast the message to all players. Otherwise the message is only sent to the instigator.

Message[edit]

Type: string

The message string to display.

MessageType[edit]

Type: name

The message type to use. The default value 'CriticalEvent' causes a large HUD message to be displayed. Most other values result in a console message in the chat area instead.

Default value: 'CriticalEvent'

Default values[edit]

Property Value
ActionString "display message"

Instance functions[edit]

GetActionString[edit]

function string GetActionString ()

Overrides: ScriptedAction.GetActionString

Returns the Description "display message" plus the messge string.

InitActionFor[edit]

function bool InitActionFor (ScriptedController C)

Overrides: ScriptedAction.InitActionFor

Sends the message.