The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE3:UTCarriedObject (UDK)
Contents
- 1 Properties
- 1.1 Assists
- 1.2 bHome
- 1.3 bLastSecondSave
- 1.4 bLeavingDroppedState
- 1.5 BlueColor
- 1.6 bUseTeamColorForIcon
- 1.7 DefaultHeight
- 1.8 DefaultRadius
- 1.9 DroppedSound
- 1.10 FirstTouch
- 1.11 FlagLight
- 1.12 GameObjBone3P
- 1.13 GameObjOffset1P
- 1.14 GameObjOffset3P
- 1.15 GameObjRot1P
- 1.16 GameObjRot3P
- 1.17 GoldColor
- 1.18 HighlightScale
- 1.19 HighlightSpeed
- 1.20 Holder
- 1.21 HolderPRI
- 1.22 HomeBase
- 1.23 HomeBaseOffset
- 1.24 HUDLocation
- 1.25 IconCoords
- 1.26 IconTexture
- 1.27 LastAnchor
- 1.28 LastFlagSeeTime
- 1.29 LastHighlightUpdate
- 1.30 LastSeeMessageIndex
- 1.31 LastValidAnchorTime
- 1.32 MapSize
- 1.33 MaxDropTime
- 1.34 MaxHighlightScale
- 1.35 NeedToPickUpAnnouncements
- 1.36 OldBase
- 1.37 OldBaseBase
- 1.38 OldHolder
- 1.39 PickupSound
- 1.40 PickUpWaveForm
- 1.41 RedColor
- 1.42 ReturnedSound
- 1.43 SkelMesh
- 1.44 TakenTime
- 1.45 Team
- 1.46 TossDistance
- 1.47 Default values
- 1.48 Subobjects
- 2 Functions
- 2.1 Native functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 AutoSendHome
- 2.3.2 BroadcastDroppedMessage
- 2.3.3 BroadcastReturnedMessage
- 2.3.4 BroadcastTakenDroppedMessage
- 2.3.5 BroadcastTakenFromBaseMessage
- 2.3.6 CalcSetHome
- 2.3.7 CheckFit
- 2.3.8 CheckPain
- 2.3.9 CheckTouching
- 2.3.10 ClearHolder
- 2.3.11 ClientReturnedHome
- 2.3.12 DrawIcon
- 2.3.13 Drop
- 2.3.14 FlagUse
- 2.3.15 GetIconTexture
- 2.3.16 GetKismetEventObjective
- 2.3.17 HighlightOnMinimap
- 2.3.18 KismetSendHome
- 2.3.19 LogDropped
- 2.3.20 LogReturned
- 2.3.21 LogTaken
- 2.3.22 Position
- 2.3.23 RenderEnemyMapIcon
- 2.3.24 RenderMapIcon
- 2.3.25 Score
- 2.3.26 SendFlagMessage
- 2.3.27 SendHome
- 2.3.28 SetHolder
- 2.3.29 ShouldMinimapRenderFor
- 2.3.30 ValidHolder
- 3 States
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Properties[edit]
Assists[edit]
Type: array<Controller>
bHome[edit]
Type: bool
Modifiers: repnotify
bLastSecondSave[edit]
Type: bool
bLeavingDroppedState[edit]
Type: bool
set when leaving Dropped state, to stop some of its state functions from doing anything during EndState()
BlueColor[edit]
Type: Object.LinearColor
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 1.0 |
G | 0.0 |
R | 0.0 |
bUseTeamColorForIcon[edit]
Type: bool
DefaultHeight[edit]
Type: float
DefaultRadius[edit]
Type: float
DroppedSound[edit]
Type: SoundCue
sound to play when we are dropped
FirstTouch[edit]
Type: Controller
Who touched this objective first
FlagLight[edit]
Type: PointLightComponent
GameObjBone3P[edit]
Type: name
GameObjOffset1P[edit]
Type: Object.Vector
Rotation from attachment bone in third person
GameObjOffset3P[edit]
Type: Object.Vector
Bone to which this carriedobject should be attached in third person
GameObjRot1P[edit]
Type: Object.Rotator
Offset from holder Location in first person
GameObjRot3P[edit]
Type: Object.Rotator
Offset from attachment bone in third person
GoldColor[edit]
Type: Object.LinearColor
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 1.0 |
R | 1.0 |
HighlightScale[edit]
Type: float
Used for highlighting on minimap
HighlightSpeed[edit]
Type: float
Default value: 10.0
Holder[edit]
Type: Pawn
HolderPRI[edit]
Type: UTPlayerReplicationInfo
Modifiers: repnotify
HomeBase[edit]
Type: UTGameObjective
HomeBaseOffset[edit]
Type: Object.Vector
offset for placing object when at home
HUDLocation[edit]
Type: Object.Vector
IconCoords[edit]
Type: UIRoot.TextureCoordinates
Default value:
Member | Value |
---|---|
U | 599.0 |
UL | 25.0 |
V | 236.0 |
VL | 25.0 |
IconTexture[edit]
Type: Texture2D
Coordiates of the icon associated with this object
Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'
LastAnchor[edit]
Type: NavigationPoint
Modifiers: const
recent nearest path
LastFlagSeeTime[edit]
Type: float
Used by bots sending voice messages about enemy flag carrier
LastHighlightUpdate[edit]
Type: float
LastSeeMessageIndex[edit]
Type: int
Default value: -1
LastValidAnchorTime[edit]
Type: float
last time a valid anchor was found
MapSize[edit]
Type: float
Default value: 1.0
MaxDropTime[edit]
Type: float
Default value: 25.0
MaxHighlightScale[edit]
Type: float
Default value: 8.0
NeedToPickUpAnnouncements[edit]
Type: array<UTPlayerController.ObjectiveAnnouncementInfo>
announcements used when telling player to pick this object up
OldBase[edit]
Type: Actor
OldBaseBase[edit]
Type: Actor
OldHolder[edit]
Type: Pawn
PickupSound[edit]
Type: SoundCue
sound to play when we are picked up
PickUpWaveForm[edit]
Type: ForceFeedbackWaveform
Default value: ForceFeedbackWaveform'UTGame.Default__UTCarriedObject:ForceFeedbackWaveformPickUp'
RedColor[edit]
Type: Object.LinearColor
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 1.0 |
ReturnedSound[edit]
Type: SoundCue
sound to play when we are sent home
SkelMesh[edit]
Type: SkeletalMeshComponent
The Skeletal Mesh of the flag
TakenTime[edit]
Type: float
Team[edit]
Type: UTTeamInfo
Modifiers: repnotify
TossDistance[edit]
Type: float
Distance within which a bot can toss this to a player teammate
Default value: 1500.0
Default values[edit]
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Property | Value |
---|---|
CollideActors | True |
CollisionHeight | 30.0 |
CollisionRadius | 48.0 |
ReplacementPrimitive | None |
Functions[edit]
Native functions[edit]
GetTeamNum[edit]
Overrides: Actor.GetTeamNum
GetTeamNum() returns teamindex of team with which this UTCarriedObject is associated.
SetHUDLocation[edit]
Overrides: Actor.SetHUDLocation
function used to update where icon for this actor should be rendered on the HUD
Parameters:
- NewHUDLocation - is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD
Events[edit]
FellOutOfWorld[edit]
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
Landed[edit]
Overrides: Actor.Landed
NotReachableBy[edit]
OnBaseChainChanged[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
Touch[edit]
Overrides: Actor.Touch
Other instance functions[edit]
AutoSendHome[edit]
send home without player intervention (timed out, fell out of world, etc)
BroadcastDroppedMessage[edit]
BroadcastReturnedMessage[edit]
BroadcastTakenDroppedMessage[edit]
BroadcastTakenFromBaseMessage[edit]
CalcSetHome[edit]
CheckFit[edit]
CheckPain[edit]
CheckTouching[edit]
ClearHolder[edit]
ClientReturnedHome[edit]
called on the client when the flag is returned
DrawIcon[edit]
Drop[edit]
called to drop the flag
FlagUse[edit]
Called when player "uses" this flag Return true if use had an effect
GetIconTexture[edit]
GetKismetEventObjective[edit]
returns the game objective we should trigger Kismet flag events on
HighlightOnMinimap[edit]
KismetSendHome[edit]
called when a Kismet action returns the flag
LogDropped[edit]
LogReturned[edit]
LogTaken[edit]
Position[edit]
RenderEnemyMapIcon[edit]
RenderMapIcon[edit]
Score[edit]
SendFlagMessage[edit]
SendHome[edit]
called to send the flag to its home base
Parameters:
- Returner - the player responsible for returning the flag (may be None)
SetHolder[edit]
ShouldMinimapRenderFor[edit]
returns true if should be rendered for passed in player
ValidHolder[edit]
States[edit]
Dropped[edit]
Dropped.BaseChange[edit]
Overrides: Actor.BaseChange (global)
Dropped.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Dropped.EndState[edit]
Overrides: Object.EndState (global)
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.
Dropped.PhysicsVolumeChange[edit]
Overrides: Actor.PhysicsVolumeChange (global)
Dropped.TakeDamage[edit]
Overrides: Actor.TakeDamage (global)
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- DamageAmount - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Dropped.Timer[edit]
Overrides: Actor.Timer (global)
Dropped.CheckFit[edit]
Overrides: CheckFit (global)
Dropped.CheckPain[edit]
Overrides: CheckPain (global)
Dropped.LogTaken[edit]
Overrides: LogTaken (global)
Held[edit]
Held.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Held.EndState[edit]
Overrides: Object.EndState (global)
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.
Held.Timer[edit]
Overrides: Actor.Timer (global)
Held.KismetSendHome[edit]
Overrides: KismetSendHome (global)
called when a Kismet action returns the flag
Held.SendHome[edit]
Overrides: SendHome (global)
(Description copied from UTCarriedObject.SendHome)
called to send the flag to its home base
Parameters:
- Returner - the player responsible for returning the flag (may be None)
Home[edit]
Modifiers: auto
Ignores: Drop, KismetSendHome, Score, SendHome
Home.BeginState[edit]
Overrides: Object.BeginState (global)
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: Object.EndState (global)
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.Timer[edit]
Overrides: Actor.Timer (global)
Home.LogTaken[edit]
Overrides: LogTaken (global)