I love the smell of UnrealEd crashing in the morning. – tarquin
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
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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
bBeep
Type: bool
If true, beep!
bCountInstances
Type: bool
if true, if sent to HUD multiple times, count up instances (only if bIsUnique)
bIsConsoleMessage
Type: bool
If true, put a GetString on the console.
Default value: True
bIsPartiallyUnique
Type: bool
If true and special, only one can be in the HUD queue with the same switch value
bIsSpecial
Type: bool
If true, don't add to normal queue.
Default value: True
bIsUnique
Type: bool
If true and special, only one can be in the HUD queue at a time.
DrawColor
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
B | 255 |
G | 255 |
R | 255 |
FontSize
Type: int
Tiny to Huge ( see HUD::GetFontSizeIndex )
Lifetime
Type: float
- of seconds to stay in HUD message queue.
Default value: 3.0
PosY
Type: float
Default value: 0.83
Static functions
ClientReceive
GetColor
GetConsoleColor
GetFontSize
GetLifeTime
GetPos
GetString
IsConsoleMessage
IsKeyObjectiveMessage
PartiallyDuplicates
RETURNS true if messages are similar enough to trigger "partially unique" check for HUD display