I love the smell of UnrealEd crashing in the morning. – tarquin
UE2:LocalMessage (UT2004)
Contents
- Package:
- Engine
- Direct subclasses:
- BulldogMessage, BombTargetMessage, CTFHUDMessage, ChatRoomMessage, ComboMessage, CriticalEventPlus, XDeathMessage, FailedConnect, GameMessage, IdleKickWarningMessage, LMSMessage, Message_ASKillMessages, Message_AssaultTeamRole, Message_Awards, Message_PowerCore, MultiKillMessage, MutantMessage, MutantNameMessage, ONSDaredevilMessage, ONSLinkDesignMessage, ONSVehicleKillMessage, PickupMessagePlus, PlayerNameMessage, SpecialKillMessage, StringMessagePlus, XDomMessage, XKillerMessagePlus, XVictimMessage
- Known custom subclasses:
- Jrubzjeknf/TeamSpecificActors, Jrubzjeknf/TeamSpecificActors/TeamSpecificLocalMessage
- This class in other games:
- UT, U2XMP, UE2Runtime, UT2003, U2, UDK, UT3
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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]
bBeep[edit]
Type: bool
If true, beep!
bComplexString[edit]
Type: bool
"Indicates a multicolor string message class."
If bComplexString is set to true, the function RenderComplexMessage gets called each frame.
The RenderComplexMessage function, in conjunction with bComplexString, allows a class to draw to the canvas.
The necessary canvas initializations are done before RenderComplexMessage gets called (font, font size, position, ...).
See the source code for the classes UE2:Message_Awards (UT2004), UE2:SayMessagePlus (UT2004), and UE2:TeamSayMessagePlus (UT2004) for example uses of this feature.
bFadeMessage[edit]
Type: bool
"If true, use fade out effect on message."
Gotcha: If a text string is color coded, the message cannot be faded, unless the color codes were updated within the text string (through RenderComplexString).
bIsConsoleMessage[edit]
Type: bool
If true, put a GetString on the console.
Default value: True
bIsPartiallyUnique[edit]
Type: bool
If true and special, only one can be in the HUD queue with the same switch value
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.
ChildMessage[edit]
Type: class<LocalMessage>
In some cases, we need to refer to a child message.
DrawColor[edit]
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 255 |
R | 255 |
DrawPivot[edit]
Type: Object.EDrawPivot
Default value: DP_MiddleMiddle
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
PosX[edit]
Type: float
Default value: 0.5
PosY[edit]
Type: float
Default value: 0.83
StackMode[edit]
Type: EStackMode
Brutal hack!
Enums[edit]
EStackMode[edit]
- SM_None
- SM_Up
- SM_Down
Static functions[edit]
AssembleString[edit]
ClientReceive[edit]
GetColor[edit]
GetConsoleColor[edit]
GetFontSize[edit]
GetLifeTime[edit]
GetPos[edit]
GetRelatedString[edit]
GetString[edit]
IsConsoleMessage[edit]
RenderComplexMessage[edit]
This function gets called each frame if bComplexString is set to true.
The necessary canvas initializations are done before RenderComplexMessage gets called (font, font size, position, ...).
MessageString is the same text string returned from a call to GetString.
XL and YL should be filled out with the width and height of the space occupied by the "message," or whatever is drawn (an icon), so that the next message in a stack of messages, is not drawing over this one.