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UE2:LocalMessage (U2)
Contents
- 1 Properties
- 1.1 Property group 'LocalMessage'
- 1.2 Property group 'Message'
- 1.3 Internal variables
- 1.3.1 bBeep
- 1.3.2 bCenter
- 1.3.3 bComplexString
- 1.3.4 bFadeMessage
- 1.3.5 bFromBottom
- 1.3.6 bIsConsoleMessage
- 1.3.7 bIsSpecial
- 1.3.8 bIsUnique
- 1.3.9 bOffsetYPos
- 1.3.10 DrawColor
- 1.3.11 FontSize
- 1.3.12 Lifetime
- 1.3.13 MessageFont
- 1.3.14 MessageHolder
- 1.3.15 MessageLabel
- 1.3.16 MessageSound
- 1.3.17 MessageWrapX
- 1.3.18 TeamColorCodes
- 1.3.19 XPos
- 1.3.20 YPos
- 2 Static functions
- 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:
- UT, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3
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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[edit]
Property group 'LocalMessage'[edit]
MessageText[edit]
Type: string
Modifiers: localized
Property group 'Message'[edit]
ChildMessage[edit]
Type: class<LocalMessage>
In some cases, we need to refer to a child message.
SomeoneString[edit]
Type: string
Modifiers: localized
Default value: "someone"
Internal variables[edit]
bBeep[edit]
Type: bool
If true, beep!
bCenter[edit]
Type: bool
Whether or not to center the message.
bComplexString[edit]
Type: bool
Indicates a multicolor string message class.
bFadeMessage[edit]
Type: bool
If true, use fade out effect on message.
bFromBottom[edit]
Type: bool
Subtract YPos.
bIsConsoleMessage[edit]
Type: bool
If true, put a GetString on the console.
Default value: True
bIsSpecial[edit]
Type: bool
If true, don't add to normal queue.
Default value: True
bIsUnique[edit]
Type: bool
If true and special, only one can be in the HUD queue at a time.
bOffsetYPos[edit]
Type: bool
If the YPos indicated isn't where the message appears.
DrawColor[edit]
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 255 |
R | 255 |
FontSize[edit]
Type: int
0: Huge, 1: Big, 2: Small ...
Lifetime[edit]
Type: int
- of seconds to stay in HUD message queue.
Default value: 3
MessageFont[edit]
Type: Font
MessageHolder[edit]
Type: string
MessageLabel[edit]
Type: string
MessageSound[edit]
Type: Sound
MessageWrapX[edit]
Type: int
TeamColorCodes[edit]
Type: int
Array size: 2
Default value, index 0: 115
Default value, index 1: 11
XPos[edit]
Type: float
Default value: 0.5
YPos[edit]
Type: float
Default value: 0.7