My program doesn't have bugs. It just develops random features.

UE2:CTFFlag (UT2003)

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UT2003 Object >> Actor >> Decoration >> GameObject >> CTFFlag
Package: 
UnrealGame
Direct subclasses:
XBlueFlag, XRedFlag
This class in other games:
UT, UT2004

null

Properties[edit]

GRI[edit]

Type: GameReplicationInfo


OldHolder[edit]

Type: UnrealPawn


Team[edit]

Type: UnrealTeamInfo


TeamNum[edit]

Type: byte


Default values[edit]

Property Value
bCollideActors True
bCollideWorld True
bDynamicLight True
bFixedRotationDir True
bHidden True
bHome True
bStasis False
bStatic False
bUnlit True
Buoyancy 20.0
CollisionHeight 30.0
CollisionRadius 48.0
DrawScale 0.6
LightBrightness 128.0
LightEffect LE_QuadraticNonIncidence
LightRadius 6.0
LightSaturation 128
LightType LT_Steady
Mass 30.0
MessageClass Class'UnrealGame.CTFMessage'
NetPriority 3.0
PrePivot
Member Value
X 2.0
Y 0.0
Z 0.5
RotationRate
Member Value
Pitch 30000
Roll 30000
Style STY_Masked

Functions[edit]

Events[edit]

FellOutOfWorld[edit]

event FellOutOfWorld (Actor.eKillZType KillType)

Overrides: GameObject.FellOutOfWorld


Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: GameObject.Landed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: GameObject.PostBeginPlay


Other instance functions[edit]

CheckPain[edit]

function CheckPain ()


Drop[edit]

function Drop (Object.Vector newVel)

Overrides: GameObject.Drop


LogDropped[edit]

function LogDropped ()

Overrides: GameObject.LogDropped


LogReturned[edit]

function LogReturned ()

Overrides: GameObject.LogReturned


SameTeam[edit]

function bool SameTeam (Controller c)


SameTeamTouch[edit]

function SameTeamTouch (Controller c)


SetGRI[edit]

simulated function SetGRI (GameReplicationInfo NewGRI)

Overrides: Actor.SetGRI


SetHolder[edit]

function SetHolder (Controller C)

Overrides: GameObject.SetHolder


UpdateForTeam[edit]

simulated function UpdateForTeam ()


ValidHolder[edit]

function bool ValidHolder (Actor Other)

Overrides: GameObject.ValidHolder


States[edit]

Dropped[edit]

Inherits from: GameObject.Dropped

Ignores: Drop

Dropped.BeginState[edit]

event BeginState ()

Overrides: GameObject.Dropped.BeginState


Dropped.EndState[edit]

event EndState ()

Overrides: GameObject.Dropped.EndState


Dropped.PhysicsVolumeChange[edit]

singular event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Decoration.PhysicsVolumeChange (global)


Dropped.TakeDamage[edit]

event TakeDamage (int NDamage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Decoration.TakeDamage (global)


Dropped.Timer[edit]

event Timer ()

Overrides: GameObject.Dropped.Timer


Dropped.CheckFit[edit]

function CheckFit ()


Dropped.CheckPain[edit]

function CheckPain ()

Overrides: CheckPain (global)


Dropped.LogTaken[edit]

function LogTaken (Controller c)

Overrides: GameObject.LogTaken (global)


Dropped.SameTeamTouch[edit]

function SameTeamTouch (Controller c)

Overrides: SameTeamTouch (global)


Held[edit]

Inherits from: GameObject.Held

Ignores: SendHome, SetHolder

Held.BeginState[edit]

event BeginState ()

Overrides: GameObject.Held.BeginState


Held.Timer[edit]

event Timer ()

Overrides: Decoration.Timer (global)


Home[edit]

Inherits from: GameObject.Home

Modifiers: auto

Ignores: Drop, Score, SendHome

Home.BeginState[edit]

event BeginState ()

Overrides: GameObject.Home.BeginState


Home.EndState[edit]

event EndState ()

Overrides: GameObject.Home.EndState


Home.Timer[edit]

event Timer ()

Overrides: Decoration.Timer (global)


Home.LogTaken[edit]

function LogTaken (Controller c)

Overrides: GameObject.LogTaken (global)


Home.SameTeamTouch[edit]

function SameTeamTouch (Controller c)

Overrides: SameTeamTouch (global)