UE2:LocalMessage (U2)

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U2 Object >> Actor >> Info >> LocalMessage
Package:
Engine
Direct subclasses:
DeployPointGainedMessage, EnergySourceGainedMessage, XMPVehicleMessage, AllArtifactsInPlayMessage, ArtifactReturnedMessage, ArtifactScoredEnemyMessage, ArtifactStolenMessage, ArtifactStoredFailedMessage, ArtifactStoredMessage, CriticalArtifactReturnedMessage, CriticalArtifactScoredMessage, CriticalArtifactStolenMessage, CriticalEventPlus, DeathMessage, DeployPointLostMessage, DominatingBlueMessage, DominatingRedMessage, HasAllArtifactsEnemyMessage, EnergyCriticalMessage, EnergySourceLostMessage, FailedConnect, GameMessage, HasAllArtifactsTeamMessage, HasAllDeployEnemyMessage, HasAllDeployTeamMessage, HasAllEnergyEnemyMessage, HasAllEnergyTeamMessage, TimeRemainingMessage, XMPVoiceMessage
This class in other games:

LocalMessage

LocalMessages are abstract classes which contain an array of localized text. The PlayerController function ReceiveLocalizedMessage() is used to send messages to a specific player by specifying the LocalMessage class and index. This allows the message to be localized on the client side, and saves network bandwidth since the text is not sent. Actors (such as the GameInfo) use one or more LocalMessage classes to send messages. The BroadcastHandler function BroadcastLocalizedMessage() is used to broadcast localized messages to all the players.

Properties

Property group 'LocalMessage'

MessageText

Type: string

Modifiers: localized


Property group 'Message'

ChildMessage

Type: class<LocalMessage>

In some cases, we need to refer to a child message.

SomeoneString

Type: string

Modifiers: localized


Default value: "someone"

Internal variables

bBeep

Type: bool

If true, beep!

bCenter

Type: bool

Whether or not to center the message.

bComplexString

Type: bool

Indicates a multicolor string message class.

bFadeMessage

Type: bool

If true, use fade out effect on message.

bFromBottom

Type: bool

Subtract YPos.

bIsConsoleMessage

Type: bool

If true, put a GetString on the console.

Default value: True

bIsSpecial

Type: bool

If true, don't add to normal queue.

Default value: True

bIsUnique

Type: bool

If true and special, only one can be in the HUD queue at a time.

bOffsetYPos

Type: bool

If the YPos indicated isn't where the message appears.

DrawColor

Type: Object.Color


Default value:

Member Value
A 255
B 255
G 255
R 255

FontSize

Type: int

0: Huge, 1: Big, 2: Small ...

Lifetime

Type: int

  1. of seconds to stay in HUD message queue.

Default value: 3

MessageFont

Type: Font


MessageHolder

Type: string


MessageLabel

Type: string


MessageSound

Type: Sound


MessageWrapX

Type: int


TeamColorCodes

Type: int

Array size: 2


Default value, index 0: 115

Default value, index 1: 11

XPos

Type: float


Default value: 0.5

YPos

Type: float


Default value: 0.7

Static functions

ClientReceive

static function ClientReceive (PlayerController P, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


GetColor

static function Object.Color GetColor (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)


GetConsoleColor

static function Object.Color GetConsoleColor (PlayerReplicationInfo RelatedPRI_1)


GetFont

static function Font GetFont (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2)


GetFontSize

static function int GetFontSize (int Switch, PlayerReplicationInfo RelatedPRI1, PlayerReplicationInfo RelatedPRI2, PlayerReplicationInfo LocalPlayer)


GetFormattedName

static function string GetFormattedName (PlayerReplicationInfo PRI)


GetLifeTime

static function float GetLifeTime (int Switch)


GetMessageSound

static function Sound GetMessageSound (int Switch, PlayerReplicationInfo RelatedPRI_1, PlayerReplicationInfo RelatedPRI_2, Object OptionalObject)


GetOffset

static function float GetOffset (int Switch, float YL, float ClipY)


GetRelatedString

static function string GetRelatedString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


GetString

static function string GetString (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


RenderComplexMessage

static function RenderComplexMessage (Canvas Canvas, out float XL, out float YL, optional string MessageString, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)