I'm a doctor, not a mechanic

UE3:UTCTFBase (UDK)

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UDK Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTCTFBase
Package: 
UTGame
Direct subclass:
UTCTFBase_Content
This class in other games:
UT3


Properties[edit]

Property group 'UTCTFBase'[edit]

BaseExitTime[edit]

Type: float

how long it takes to get entirely away from the base

MidFieldHighZOffset[edit]

Type: float


Default value: 250.0

MidFieldLowZOffset[edit]

Type: float


Default value: -250.0

NearBaseRadius[edit]

Type: float


Default value: 4000.0

TakenSound[edit]

Type: AudioComponent

audio component that should play when the flag has been taken

Internal variables[edit]

CTFAnnouncerMessagesClass[edit]

Type: class<UTLocalMessage>


FlagBaseMaterial[edit]

Type: MaterialInstanceConstant

The MICs for the flag base. We need to store the MIC we are referencing and then the one we spawn at runtime.

FlagBaseMesh[edit]

Type: StaticMeshComponent

Reference to the actual mesh base so we can modify it with a different material *

FlagEmptyParticles[edit]

Type: ParticleSystemComponent

Particles to play while the flag is gone

FlagType[edit]

Type: class<UTCTFFlag>


MIC_FlagBaseColor[edit]

Type: MaterialInstanceConstant


MidfieldHighSpeech[edit]

Type: array<SoundNodeWave>


MidfieldLowSpeech[edit]

Type: array<SoundNodeWave>


myFlag[edit]

Type: UTCTFFlag


NearLocationSpeech[edit]

Type: array<SoundNodeWave>


Default values[edit]

Property Value
MinimapIconScale 7.0

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: UTGameObjective.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTGameObjective.CollisionCylinder

Property Value
ReplacementPrimitive None

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: UTGameObjective.PathRenderer

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: UTGameObjective.Sprite

Property Value
ReplacementPrimitive None

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: UTGameObjective.Sprite2

Property Value
ReplacementPrimitive None

Functions[edit]

Events[edit]

GetBestViewTarget[edit]

event Actor GetBestViewTarget ()

Overrides: UTGameObjective.GetBestViewTarget

Returns the actual viewtarget for this actor. Should be subclassed

IsActive[edit]

simulated event bool IsActive ()

Overrides: UTGameObjective.IsActive


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTGameObjective.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTGameObjective.ReplicatedEvent


Other instance functions[edit]

GetFlag[edit]

function UTCarriedObject GetFlag ()

Overrides: UTGameObjective.GetFlag

returns the UTCarriedObject (if any) associated with this objective

GetLocationMessageIndex[edit]

simulated function int GetLocationMessageIndex (UTBot B, Pawn StatusPawn)

Overrides: UTGameObjective.GetLocationMessageIndex


GetLocationSpeechFor[edit]

simulated function SoundNodeWave GetLocationSpeechFor (PlayerController PC, int LocationSpeechOffset, int MessageIndex)

Overrides: UTGameObjective.GetLocationSpeechFor


ObjectiveChanged[edit]

function ObjectiveChanged ()

Overrides: UTGameObjective.ObjectiveChanged

Handle flag events.

SetAlarm[edit]

simulated function SetAlarm (bool bNowOn)

Overrides: UTGameObjective.SetAlarm

turns on or off the alarm sound played when under attack