I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE3:UTCTFFlag (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 05:52, 17 January 2010 by Wormbo (Talk | contribs) (1 revision: class descriptions for UDK January update (part 7))

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> Actor >> UTCarriedObject >> UTCTFFlag
Package: 
UTGame
Direct subclasses:
UTCTFBlueFlag, UTCTFRedFlag
This class in other games:
UT3


Properties[edit]

bBringDownFromBright[edit]

Type: bool

if true the bright param has peaked and now we need to phase the flag out

bBringUpBright[edit]

Type: bool

if true the flag is just starting to res out and needs its bright param ramped up

bFadingOut[edit]

Type: bool

Modifiers: repnotify


bRespawning[edit]

Type: bool

Modifiers: repnotify


bWasClothEnabled[edit]

Type: bool


HoverboardingClothVelClamp[edit]

Type: Object.Vector


Default value:

Member Value
X 300.0
Y 300.0
Z 200.0

LastLocationPingTime[edit]

Type: float


Default value: -100.0

LightEnvironment[edit]

Type: DynamicLightEnvironmentComponent

The Flags's light environment

Default value: DynamicLightEnvironmentComponent'FlagLightEnvironment'

MICArray[edit]

Type: array<MaterialInstanceConstant>


RespawnEffect[edit]

Type: ParticleSystem

particle system to play when the flag respawns at home base

RunningClothVelClamp[edit]

Type: Object.Vector


Default value:

Member Value
X 500.0
Y 500.0
Z 200.0

SuccessfulCaptureSystem[edit]

Type: ParticleSystemComponent


Default values[edit]

Property Value
bCollideActors True
bHardAttach True
bHome True
bUseTeamColorForIcon True
Components[1] PointLightComponent'FlagLightComponent'
Components[2] DynamicLightEnvironmentComponent'FlagLightEnvironment'
Components[3] SkeletalMeshComponent'TheFlagSkelMesh'
FlagLight PointLightComponent'FlagLightComponent'
GameObjBone3P 'b_Spine2'
GameObjOffset1P
Member Value
X -45.0
Y -8.0
Z 30.0
GameObjOffset3P
Member Value
X 0.0
Y 16.0
Z 0.0
GameObjRot1P
Member Value
Pitch 0
Roll -3640
Yaw 16384
GameObjRot3P
Member Value
Pitch 0
Roll -16384
Yaw 16384
HomeBaseOffset
Member Value
X 0.0
Y 0.0
Z 1.0
IconCoords
Member Value
U 843.0
UL 46.0
V 86.0
VL 44.0
MapSize 0.4
NetPriority 3.0
PickUpWaveForm ForceFeedbackWaveform'UTGame.Default__UTCTFFlag:ForceFeedbackWaveformPickUp'
SkelMesh SkeletalMeshComponent'TheFlagSkelMesh'

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTCarriedObject.CollisionCylinder

Property Value
CollisionHeight 85.0
ReplacementPrimitive None

FlagLightComponent[edit]

Class: Engine.PointLightComponent

Property Value
Brightness 5.0
CastShadows False
LightingChannels
Member Value
CompositeDynamic False
Dynamic False
Radius 250.0

FlagLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Property Value
bDynamic False

TheFlagSkelMesh[edit]

Class: Engine.SkeletalMeshComponent

Property Value
bEnableClothSimulation True
bHasPhysicsAssetInstance True
BlockRigidBody True
bUpdateSkelWhenNotRendered False
bUseAsOccluder False
ClothWind
Member Value
X 20.0
Y 10.0
Z 0.0
LightEnvironment DynamicLightEnvironmentComponent'UTGame.Default__UTCTFFlag:FlagLightEnvironment'
RBChannel RBCC_Nothing
RBCollideWithChannels
Member Value
Cloth True
ReplacementPrimitive None
Translation
Member Value
X 0.0
Y 0.0
Z -40.0

Functions[edit]

Events[edit]

OnBaseChainChanged[edit]

simulated event OnBaseChainChanged ()

Overrides: UTCarriedObject.OnBaseChainChanged

Update damping on the cloth sim based on what we are doing.

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTCarriedObject.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTCarriedObject.ReplicatedEvent


Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

bringUpBrightOff[edit]

simulated function bringUpBrightOff ()


ClientReturnedHome[edit]

simulated function ClientReturnedHome ()

Overrides: UTCarriedObject.ClientReturnedHome

called on the client when the flag is returned

CustomFadeOutEffects[edit]

simulated function CustomFadeOutEffects ()

intended to have different flags override if they need custom effects just before a flag is returned to it's base

CustomRespawnEffects[edit]

simulated function CustomRespawnEffects ()

Intended to have different flags override if they need custom effects such as material params set on a respawn

Drop[edit]

function Drop (optional Controller Killer)

Overrides: UTCarriedObject.Drop

called to drop the flag

SameTeamTouch[edit]

function SameTeamTouch (Controller C)


SetFlagDynamicLightToNotBeDynamic[edit]

function SetFlagDynamicLightToNotBeDynamic ()

This is used to set the LightEnvironment to not be dynamic. Basically when a flag is dropped we need to update the LightEnvironment and then set it to not update anymore.

SetFlagPropertiesToStationaryFlagState[edit]

function SetFlagPropertiesToStationaryFlagState ()

This function will set the flag properties back to what they should be when the flag is stationary. (i.e. dropped or at a flag base

SetHolder[edit]

function SetHolder (Controller C)

Overrides: UTCarriedObject.SetHolder


ShouldMinimapRenderFor[edit]

simulated function bool ShouldMinimapRenderFor (PlayerController PC)

Overrides: UTCarriedObject.ShouldMinimapRenderFor

returns true if should be rendered for passed in player

ValidHolder[edit]

function bool ValidHolder (Actor Other)

Overrides: UTCarriedObject.ValidHolder


States[edit]

Dropped[edit]

Inherits from: UTCarriedObject.Dropped

Ignores: Drop

Dropped.Timer[edit]

event Timer ()

Overrides: UTCarriedObject.Dropped.Timer


Dropped.SameTeamTouch[edit]

function SameTeamTouch (Controller c)

Overrides: SameTeamTouch (global)


Home[edit]

Inherits from: UTCarriedObject.Home

Modifiers: auto

Ignores: Drop, Score, SendHome

Home.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: UTCarriedObject.Home.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Home.EndState[edit]

event EndState (name NextStateName)

Overrides: UTCarriedObject.Home.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Home.SameTeamTouch[edit]

function SameTeamTouch (Controller C)

Overrides: SameTeamTouch (global)