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UE2:LocalMessage (UE2Runtime)

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UE2Runtime Object >> Actor >> Info >> LocalMessage
Package: 
Engine
Direct subclasses:
CriticalEventPlus, FailedConnect, GameMessage
This class in other games:
UT, U2, U2XMP, UT2003, UT2004, UDK, UT3

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 'Message'[edit]

ChildMessage[edit]

Type: class<LocalMessage>

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

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

  1. of seconds to stay in HUD message queue.

Default value: 3

XPos[edit]

Type: float


Default value: 0.5

YPos[edit]

Type: float


Default value: 0.7

Static functions[edit]

AssembleString[edit]

static function string AssembleString (HUD myHUD, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional string MessageString)


ClientReceive[edit]

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


GetColor[edit]

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


GetConsoleColor[edit]

static function Object.Color GetConsoleColor (PlayerReplicationInfo RelatedPRI_1)


GetFontSize[edit]

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


GetLifeTime[edit]

static function float GetLifeTime (int Switch)


GetOffset[edit]

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


GetRelatedString[edit]

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


GetString[edit]

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


RenderComplexMessage[edit]

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)