Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:UTCarriedObjectMessage (UT3)

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UT3 Object >> LocalMessage >> UTLocalMessage >> UTCarriedObjectMessage
Package: 
UTGame
Direct subclasses:
UTCTFMessage, UTOnslaughtOrbMessage
This class in other games:
UDK

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'Message'[edit]

CaptureBlue[edit]

Type: string

Modifiers: localized


CaptureRed[edit]

Type: string

Modifiers: localized


DroppedBlue[edit]

Type: string

Modifiers: localized


DroppedRed[edit]

Type: string

Modifiers: localized


HasBlue[edit]

Type: string

Modifiers: localized


HasRed[edit]

Type: string

Modifiers: localized


KilledBlue[edit]

Type: string

Modifiers: localized


KilledRed[edit]

Type: string

Modifiers: localized


ReturnBlue[edit]

Type: string

Modifiers: localized


ReturnedBlue[edit]

Type: string

Modifiers: localized


ReturnedRed[edit]

Type: string

Modifiers: localized


ReturnRed[edit]

Type: string

Modifiers: localized


Internal variables[edit]

DroppedSounds[edit]

Type: SoundNodeWave

Array size: 2


ReturnSounds[edit]

Type: SoundNodeWave

Array size: 2


TakenSounds[edit]

Type: SoundNodeWave

Array size: 2


Default values[edit]

Property Value
AnnouncementPriority 4
bIsConsoleMessage True
bIsUnique True
DrawColor
Member Value
A 255
B 255
G 160
R 0
FontSize 1

Static functions[edit]

AddAnnouncement[edit]

static function bool AddAnnouncement (UTAnnouncer Announcer, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject)

Overrides: UTLocalMessage.AddAnnouncement

move ahead of all queued messages (except for UTVehicleKillMessage or UTWeaponKillRewardMessage) play immediately if already playing multikill message returns true if announcement at head of queue should be played immediately

AnnouncementLevel[edit]

static function byte AnnouncementLevel (byte MessageIndex)

Overrides: UTLocalMessage.AnnouncementLevel


AnnouncementSound[edit]

static function SoundNodeWave AnnouncementSound (int MessageIndex, Object OptionalObject, PlayerController PC)

Overrides: UTLocalMessage.AnnouncementSound


ClientReceive[edit]

static simulated function ClientReceive (PlayerController P, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)

Overrides: LocalMessage.ClientReceive


GetString[edit]

static function string GetString (optional int Switch, optional bool bPRI1HUD, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)

Overrides: LocalMessage.GetString


PartiallyDuplicates[edit]

static function bool PartiallyDuplicates (int Switch1, int Switch2, Object OptionalObject1, Object OptionalObject2)

Overrides: LocalMessage.PartiallyDuplicates

RETURNS true if messages are similar enough to trigger "partially unique" check for HUD display

ShouldBeRemoved[edit]

static function bool ShouldBeRemoved (UTQueuedAnnouncement MyAnnouncement, class<UTLocalMessageNewAnnouncementClass, int NewMessageIndex)

Overrides: UTLocalMessage.ShouldBeRemoved

Allow messages to remove themselves if they are superfluous because of newly added message

ShouldRemoveFlagAnnouncement[edit]

static function bool ShouldRemoveFlagAnnouncement (int MyMessageIndex, class<UTLocalMessageNewAnnouncementClass, int NewMessageIndex)

Don't let multiple messages for same flag stack up