Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTMissionInfo (UT3)
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(Redirected from UE3:EObjectiveInformation (UT3))
Object >> UTMissionInfo |
Contents
- Package:
- UTGame
- Direct subclass:
- UTMissionInfo_Content
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UTMissionInfo'[edit]
Missions[edit]
Type: array<EMissionInformation>
Holds all of the missions
Internal variables[edit]
MissionTypeDesc[edit]
Modifiers: localized
Holds descriptions for all of the mission types
Default value, index 0: "Duel"
Default value, index 1: "Deathmatch"
Default value, index 2: "Deathmatch"
Default value, index 3: "Capture The Flag"
Default value, index 4: "Warfare"
Enums[edit]
EMissionStyle[edit]
- EMT_Duel
- Duel
- EMT_Infiltration
- DM
- EMT_DefendAndHold
- TDM
- EMT_Extraction
- CTF
- EMT_Battle
- Warfare
Structs[edit]
EMissionInformation[edit]
Modifiers: native
Holds the information regarding a single mission
- int MissionID
- A tag that defines the mission. Can be used for quick lookup
- string Title
- Title of the Mission
- string Map
- The map to use
- string URL
- The URL
- string OpponentFaction
- The faction of the opponent
- array<string> RequiredTeammates
- Teammates that are required on your team
- array<string> RequiredOpponents
- Teammates that are required to be against you
- array<string> PrecachedTeammates
- bots that are precached for spawning through Kismet
- array<string> PrecachedOpponents
- EMissionStyle Style
- What type of match is this
- string Location
- Holds the Location name
- name GlobeBoneName
- Holds the BoneName of the point on the map to focus on when selecting this mission.
- name GlobeTag
- Which globe does this point reside on
- float CameraDist
- How far from the Bone should the camera end up
- Surface BriefingImage
- The image to use
- bool bCustomBriefingCoords
- Are we using custom coordinates
- UIRoot.TextureCoordinates BriefingCoords
- The Map Coordinates
- string BriefingText
- The text to display at the briefing
- SoundCue BriefingAudioCue
- The sound to play when you enter the briefing menu
- string ObjectiveText
- The text that will be set when we display objectives
- array<EObjectiveInformation> Objectives
- This holds information that will be displayed during travel
- StaticMeshComponent MapBeacon
- This will be set by the menus
EObjectiveInformation[edit]
Modifiers: native
Holds all of the information to describe a single objective in a mission
- Texture2D Image
- The Background image will be set to this
- bool bCustomCoords
- Are we using custom coordinates
- UIRoot.TextureCoordinates ImageCoords
- The Map Coordinates
- string Text
- The Objective's Text
- SoundCue AudioCue
- The sound that get's played when this objective is highlighted
- float FocusTime
- How long should the briefing menu focus on this objective?
Functions[edit]
Native functions[edit]
GetMission[edit]
GetMissionIndex[edit]
Using a mission tag, find the assoicated mission index and return it.
Returns:
- the mission index if the MissionTag is valid, otherwise returns INDEX_NONE
Other instance functions[edit]
Convert[edit]
function Convert (UTSeqObj_SPMission Mission)
General functions