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UE3:LocalMessage (UDK)

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UDK Object >> LocalMessage
Package: 
Engine
Direct subclasses:
FailedConnect, GameMessage, UTLocalMessage
This class in other games:
UT, U2XMP, UE2Runtime, UT2003, U2, UT2004, UT3

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.

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

bBeep[edit]

Type: bool

If true, beep!

bCountInstances[edit]

Type: bool

if true, if sent to HUD multiple times, count up instances (only if bIsUnique)

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.

DrawColor[edit]

Type: Object.Color


Default value:

Member Value
A 255
B 255
G 255
R 255

FontSize[edit]

Type: int

Tiny to Huge ( see HUD::GetFontSizeIndex )

Lifetime[edit]

Type: float

  1. of seconds to stay in HUD message queue.

Default value: 3.0

PosY[edit]

Type: float


Default value: 0.83

Static functions[edit]

ClientReceive[edit]

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


GetColor[edit]

static function Object.Color GetColor (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


GetConsoleColor[edit]

static function Object.Color GetConsoleColor (PlayerReplicationInfo RelatedPRI_1)


GetFontSize[edit]

static function int GetFontSize (int Switch, PlayerReplicationInfo RelatedPRI1, PlayerReplicationInfo RelatedPRI2, PlayerReplicationInfo LocalPlayer)


GetLifeTime[edit]

static function float GetLifeTime (int Switch)


GetPos[edit]

static function float GetPos (int Switch, HUD myHUD)


GetString[edit]

static function string GetString (optional int Switch, optional bool bPRI1HUD, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


IsConsoleMessage[edit]

static function bool IsConsoleMessage (int Switch)


IsKeyObjectiveMessage[edit]

static function bool IsKeyObjectiveMessage (int Switch)


PartiallyDuplicates[edit]

static function bool PartiallyDuplicates (int Switch1, int Switch2, Object OptionalObject1, Object OptionalObject2)

RETURNS true if messages are similar enough to trigger "partially unique" check for HUD display