Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTCTFBase (UT3)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective >> UTCTFBase |
- Package:
- UTGame
- Direct subclass:
- UTCTFBase_Content
- This class in other games:
- UDK
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
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]
AmbientSound[edit]
Type: AudioComponent
Default value: AudioComponent'AmbientSoundComponent'
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]
GreedAmbientSound[edit]
Type: SoundCue
Default value: SoundCue'A_Gameplay.ONS.A_Gameplay_ONS_ConduitAmbient'
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 |
---|---|
Components[5] | AudioComponent'AmbientSoundComponent' |
MinimapIconScale | 7.0 |
Subobjects[edit]
AmbientSoundComponent[edit]
Class: Engine.AudioComponent
Property | Value |
---|---|
bShouldRemainActiveIfDropped | True |
bStopWhenOwnerDestroyed | True |
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: UTGameObjective.Arrow
No new values.
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTGameObjective.CollisionCylinder
No new values.
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: UTGameObjective.PathRenderer
No new values.
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: UTGameObjective.Sprite
No new values.
Sprite2[edit]
Class: Engine.SpriteComponent
Inherits from: UTGameObjective.Sprite2
No new values.
Functions[edit]
Events[edit]
GetBestViewTarget[edit]
Overrides: UTGameObjective.GetBestViewTarget
Returns the actual viewtarget for this actor. Should be subclassed
IsActive[edit]
Overrides: UTGameObjective.IsActive
PostBeginPlay[edit]
Overrides: UTGameObjective.PostBeginPlay
ReplicatedEvent[edit]
Overrides: UTGameObjective.ReplicatedEvent
Other instance functions[edit]
GetFlag[edit]
Overrides: UTGameObjective.GetFlag
returns the UTCarriedObject (if any) associated with this objective
GetLocationMessageIndex[edit]
Overrides: UTGameObjective.GetLocationMessageIndex
GetLocationSpeechFor[edit]
Overrides: UTGameObjective.GetLocationSpeechFor
ObjectiveChanged[edit]
Overrides: UTGameObjective.ObjectiveChanged
Handle flag events.
SetAlarm[edit]
Overrides: UTGameObjective.SetAlarm
turns on or off the alarm sound played when under attack