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UE3:UTCTFFlag (UDK)
Object >> Actor >> UTCarriedObject >> UTCTFFlag |
Contents
- 1 Properties
- 2 Functions
- 3 States
- Package:
- UTGame
- Direct subclasses:
- UTCTFBlueFlag, UTCTFRedFlag
- This class in other games:
- 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. |
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 |
|
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GameObjOffset3P |
|
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GameObjRot1P |
|
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GameObjRot3P |
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HomeBaseOffset |
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IconCoords |
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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 |
|
||||||
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 |
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LightEnvironment | DynamicLightEnvironmentComponent'UTGame.Default__UTCTFFlag:FlagLightEnvironment' | ||||||||
RBChannel | RBCC_Nothing | ||||||||
RBCollideWithChannels |
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ReplacementPrimitive | None | ||||||||
Translation |
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Functions[edit]
Events[edit]
OnBaseChainChanged[edit]
Overrides: UTCarriedObject.OnBaseChainChanged
Update damping on the cloth sim based on what we are doing.
PostBeginPlay[edit]
Overrides: UTCarriedObject.PostBeginPlay
ReplicatedEvent[edit]
Overrides: UTCarriedObject.ReplicatedEvent
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
bringUpBrightOff[edit]
ClientReturnedHome[edit]
Overrides: UTCarriedObject.ClientReturnedHome
called on the client when the flag is returned
CustomFadeOutEffects[edit]
intended to have different flags override if they need custom effects just before a flag is returned to it's base
CustomRespawnEffects[edit]
Intended to have different flags override if they need custom effects such as material params set on a respawn
Drop[edit]
Overrides: UTCarriedObject.Drop
called to drop the flag
SameTeamTouch[edit]
SetFlagDynamicLightToNotBeDynamic[edit]
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]
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]
Overrides: UTCarriedObject.SetHolder
ShouldMinimapRenderFor[edit]
Overrides: UTCarriedObject.ShouldMinimapRenderFor
returns true if should be rendered for passed in player
ValidHolder[edit]
Overrides: UTCarriedObject.ValidHolder
States[edit]
Dropped[edit]
Inherits from: UTCarriedObject.Dropped
Dropped.Timer[edit]
Overrides: UTCarriedObject.Dropped.Timer
Dropped.SameTeamTouch[edit]
Overrides: SameTeamTouch (global)
Home[edit]
Inherits from: UTCarriedObject.Home
Modifiers: auto
Ignores: Drop, Score, SendHome
Home.BeginState[edit]
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]
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]
Overrides: SameTeamTouch (global)