My program doesn't have bugs. It just develops random features.
UE2:U2CTFFlag (U2XMP)
Object >> Actor >> Decoration >> U2CTFFlag |
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$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 |
|
||||||
RotationRate |
|
||||||
StaticMesh | StaticMesh'VertexM.Decorations.Xmesh' | ||||||
Style | STY_Masked |
Enums
EFlagStatus
- FS_None
- FS_Dropped
- FS_Held
- FS_Home
Functions
Events
FellOutOfWorld
Overrides: Actor.FellOutOfWorld
Landed
Overrides: Decoration.Landed
PostBeginPlay
Overrides: Actor.PostBeginPlay
Replication
Overrides: Actor.Replication
Other instance functions
Drop
Overrides: Decoration.Drop
GetStatus
Position
SendHome
SetHolderLighting
States
Dropped
Dropped.BeginState
Overrides: Object.BeginState (global)
Dropped.EndState
Overrides: Object.EndState (global)
Dropped.PhysicsVolumeChange
Overrides: Decoration.PhysicsVolumeChange (global)
Dropped.Timer
Overrides: Decoration.Timer (global)
Dropped.Touch
Overrides: Actor.Touch (global)
Dropped.GetStatus
Overrides: GetStatus (global)
Dropped.TakeDamage
Overrides: Decoration.TakeDamage (global)
Held
Held.BeginState
Overrides: Object.BeginState (global)
Held.EndState
Overrides: Object.EndState (global)
Held.FellOutOfWorld
Overrides: FellOutOfWorld (global)
Held.Timer
Overrides: Decoration.Timer (global)
Held.GetStatus
Overrides: GetStatus (global)
Home
Modifiers: auto
Home.BeginState
Overrides: Object.BeginState (global)
Home.EndState
Overrides: Object.EndState (global)
Home.Timer
Overrides: Decoration.Timer (global)
Home.Touch
Overrides: Actor.Touch (global)
Home.GetStatus
Overrides: GetStatus (global)