My program doesn't have bugs. It just develops random features.

UE2:U2CTFFlag (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Decoration >> U2CTFFlag
Package: 
U2CTF
Direct subclasses:
BlueFlag, RedFlag

$Workfile: U2CTFFlag.uc $ Created By: Steve Polge Created On: 7/18/2000 $Author: Mfox $ $Date: 11/07/02 4:23a $ $Revision: 7 $ base class for dropped/carried flags (RedFlag and BlueFlag)

Properties

Property group 'U2CTFFlag'

SendHomeDelay

Type: float


Default value: 60.0

Internal variables

bHeld

Type: bool

used by the HUD to display flag state on the client

bHome

Type: bool

used by the HUD to display flag state on the client

Default value: True

bKnownLocation

Type: bool

used for Bots AI (set once any bot can see a dropped flag)

Holder

Type: Pawn


HomeBase

Type: U2FlagBase


Team

Type: TeamInfo


TeamNum

Type: int

default property set within the concrete subclass

Default value: 1

Default values

Property Value
bAlwaysRelevant True
bCollideActors True
bCollideWorld True
bFixedRotationDir True
bHidden True
bNoStaticMeshCollide True
bStasis False
bStatic False
bUnlit True
Buoyancy 20.0
CollisionHeight 30.0
CollisionRadius 48.0
DrawScale 0.6
DrawType DT_StaticMesh
LightBrightness 255
LightEffect LE_NonIncidence
LightHue 170
LightRadius 6
LightType LT_Steady
Mass 30.0
NetPriority 3.0
PrePivot
Member Value
X 2.0
Z 0.5
RotationRate
Member Value
Pitch 30000
Roll 30000
StaticMesh StaticMesh'VertexM.Decorations.Xmesh'
Style STY_Masked

Enums

EFlagStatus

FS_None 
FS_Dropped 
FS_Held 
FS_Home 

Functions

Events

FellOutOfWorld

event FellOutOfWorld ()

Overrides: Actor.FellOutOfWorld


Landed

event Landed (Object.Vector HitNormall)

Overrides: Decoration.Landed


PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Replication

event Replication ()

Overrides: Actor.Replication


Other instance functions

Drop

function Drop (Object.Vector newVel)

Overrides: Decoration.Drop


GetStatus

function EFlagStatus GetStatus ()


Position

function Actor Position ()


SendHome

function SendHome ()


SetHolderLighting

function SetHolderLighting ()


States

Dropped

Dropped.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Dropped.EndState

event EndState ()

Overrides: Object.EndState (global)


Dropped.PhysicsVolumeChange

singular event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Decoration.PhysicsVolumeChange (global)


Dropped.Timer

event Timer ()

Overrides: Decoration.Timer (global)


Dropped.Touch

event Touch (Actor Other)

Overrides: Actor.Touch (global)


Dropped.GetStatus

function EFlagStatus GetStatus ()

Overrides: GetStatus (global)


Dropped.TakeDamage

function TakeDamage (int Damage, Pawn InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Decoration.TakeDamage (global)


Held

Held.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Held.EndState

event EndState ()

Overrides: Object.EndState (global)


Held.FellOutOfWorld

event FellOutOfWorld ()

Overrides: FellOutOfWorld (global)


Held.Timer

event Timer ()

Overrides: Decoration.Timer (global)


Held.GetStatus

function EFlagStatus GetStatus ()

Overrides: GetStatus (global)


Home

Modifiers: auto

Home.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Home.EndState

event EndState ()

Overrides: Object.EndState (global)


Home.Timer

event Timer ()

Overrides: Decoration.Timer (global)


Home.Touch

event Touch (Actor Other)

Overrides: Actor.Touch (global)


Home.GetStatus

function EFlagStatus GetStatus ()

Overrides: GetStatus (global)