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UE3:LocalMessage (UDK)
Object >> LocalMessage |
Contents
- Package:
- Engine
- Direct subclasses:
- FailedConnect, GameMessage, UTLocalMessage
- This class in other games:
- UT, U2XMP, UE2Runtime, UT2003, U2, UT2004, UT3
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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
- 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]
GetColor[edit]
GetConsoleColor[edit]
GetFontSize[edit]
GetLifeTime[edit]
GetPos[edit]
GetString[edit]
IsConsoleMessage[edit]
IsKeyObjectiveMessage[edit]
PartiallyDuplicates[edit]
RETURNS true if messages are similar enough to trigger "partially unique" check for HUD display