I don't need to test my programs. I have an error-correcting modem.

UE2:Message_ASKillMessages (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> Info >> LocalMessage >> Message_ASKillMessages
Package: 
UT2k4Assault

null

Constants[edit]

MaxMSGs[edit]

Value: 8


Properties[edit]

KillSound[edit]

Type: name

Array size: 8 (MaxMSGs)


Default value, index 0: 'top_gun'

Default value, index 1: 'Wrecker'

KillString[edit]

Type: string

Array size: 8 (MaxMSGs)

Modifiers: localized


Default value, index 0: "Top Gun!"

Default value, index 1: "Wrecker!"

Default value, index 2: "Vehicle spawn blocking! 5 secs warning"

Default value, index 3: "Vehicle spawn blocking! 4 secs warning"

Default value, index 4: "Vehicle spawn blocking! 3 secs warning"

Default value, index 5: "Vehicle spawn blocking! 2 secs warning"

Default value, index 6: "Vehicle spawn blocking! 1 sec warning"

Default value, index 7: "Leaving battle field!"

Default values[edit]

Property Value
bFadeMessage True
bIsConsoleMessage False
DrawColor
Member Value
B 0
G 0
R 255
FontSize 1
PosY 0.242
StackMode SM_Down

Static functions[edit]

ClientReceive[edit]

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

Overrides: LocalMessage.ClientReceive


GetString[edit]

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

Overrides: LocalMessage.GetString