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UE3:UTCarriedObject (UDK)

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UDK Object >> Actor >> UTCarriedObject

Contents

Package: 
UTGame
Direct subclass:
UTCTFFlag
This class in other games:
UT3


Properties

Assists

Type: array<Controller>


bHome

Type: bool

Modifiers: repnotify


bLastSecondSave

Type: bool


bLeavingDroppedState

Type: bool

set when leaving Dropped state, to stop some of its state functions from doing anything during EndState()

BlueColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 1.0
G 0.0
R 0.0

bUseTeamColorForIcon

Type: bool


DefaultHeight

Type: float


DefaultRadius

Type: float


DroppedSound

Type: SoundCue

sound to play when we are dropped

FirstTouch

Type: Controller

Who touched this objective first

FlagLight

Type: PointLightComponent


GameObjBone3P

Type: name


GameObjOffset1P

Type: Object.Vector

Rotation from attachment bone in third person

GameObjOffset3P

Type: Object.Vector

Bone to which this carriedobject should be attached in third person

GameObjRot1P

Type: Object.Rotator

Offset from holder Location in first person

GameObjRot3P

Type: Object.Rotator

Offset from attachment bone in third person

GoldColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 1.0
R 1.0

HighlightScale

Type: float

Used for highlighting on minimap

HighlightSpeed

Type: float


Default value: 10.0

Holder

Type: Pawn


HolderPRI

Type: UTPlayerReplicationInfo

Modifiers: repnotify


HomeBase

Type: UTGameObjective


HomeBaseOffset

Type: Object.Vector

offset for placing object when at home

HUDLocation

Type: Object.Vector


IconCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 599.0
UL 25.0
V 236.0
VL 25.0

IconTexture

Type: Texture2D

Coordiates of the icon associated with this object

Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'

LastAnchor

Type: NavigationPoint

Modifiers: const

recent nearest path

LastFlagSeeTime

Type: float

Used by bots sending voice messages about enemy flag carrier

LastHighlightUpdate

Type: float


LastSeeMessageIndex

Type: int


Default value: -1

LastValidAnchorTime

Type: float

last time a valid anchor was found

MapSize

Type: float


Default value: 1.0

MaxDropTime

Type: float


Default value: 25.0

MaxHighlightScale

Type: float


Default value: 8.0

NeedToPickUpAnnouncements

Type: array<UTPlayerController.ObjectiveAnnouncementInfo>

announcements used when telling player to pick this object up

OldBase

Type: Actor


OldBaseBase

Type: Actor


OldHolder

Type: Pawn


PickupSound

Type: SoundCue

sound to play when we are picked up

PickUpWaveForm

Type: ForceFeedbackWaveform


Default value: ForceFeedbackWaveform'UTGame.Default__UTCarriedObject:ForceFeedbackWaveformPickUp'

RedColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 1.0

ReturnedSound

Type: SoundCue

sound to play when we are sent home

SkelMesh

Type: SkeletalMeshComponent

The Skeletal Mesh of the flag

TakenTime

Type: float


Team

Type: UTTeamInfo

Modifiers: repnotify


TossDistance

Type: float

Distance within which a bot can toss this to a player teammate

Default value: 1500.0

Default values

Property Value
bAlwaysRelevant True
bIgnoreRigidBodyPawns True
bOrientOnSlope True
bUpdateSimulatedPosition True
CollisionComponent CylinderComponent'CollisionCylinder'
CollisionType COLLIDE_CustomDefault
Components[0] CylinderComponent'CollisionCylinder'
RemoteRole ROLE_SimulatedProxy

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Property Value
CollideActors True
CollisionHeight 30.0
CollisionRadius 48.0
ReplacementPrimitive None

Functions

Native functions

GetTeamNum

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum

GetTeamNum() returns teamindex of team with which this UTCarriedObject is associated.

SetHUDLocation

simulated native function SetHUDLocation (Object.Vector NewHUDLocation)

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

FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

Landed

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Actor.Landed


NotReachableBy

event NotReachableBy (Pawn P)


OnBaseChainChanged

simulated event OnBaseChainChanged ()


PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Touch

singular event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch


Other instance functions

AutoSendHome

function AutoSendHome ()

send home without player intervention (timed out, fell out of world, etc)

BroadcastDroppedMessage

function BroadcastDroppedMessage (Controller EventInstigator)


BroadcastReturnedMessage

function BroadcastReturnedMessage ()


BroadcastTakenDroppedMessage

function BroadcastTakenDroppedMessage (Controller EventInstigator)


BroadcastTakenFromBaseMessage

function BroadcastTakenFromBaseMessage (Controller EventInstigator)


CalcSetHome

protected function CalcSetHome ()


CheckFit

function CheckFit ()


CheckPain

function CheckPain ()


CheckTouching

function CheckTouching ()


ClearHolder

function ClearHolder ()


ClientReturnedHome

simulated function ClientReturnedHome ()

called on the client when the flag is returned

DrawIcon

simulated function DrawIcon (Canvas Canvas, Object.Vector IconLocation, float IconWidth, float IconAlpha)


Drop

function Drop (optional Controller Killer)

called to drop the flag

FlagUse

function bool FlagUse (Controller C)

Called when player "uses" this flag Return true if use had an effect

GetIconTexture

simulated function Texture2D GetIconTexture ()


GetKismetEventObjective

function UTGameObjective GetKismetEventObjective ()

returns the game objective we should trigger Kismet flag events on

HighlightOnMinimap

simulated function HighlightOnMinimap (int Switch)


KismetSendHome

function KismetSendHome ()

called when a Kismet action returns the flag

LogDropped

function LogDropped (Controller EventInstigator)


LogReturned

function LogReturned (Controller EventInstigator)


LogTaken

function LogTaken (Controller EventInstigator)


Position

function Actor Position ()


RenderEnemyMapIcon

simulated function RenderEnemyMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, UTGameObjective NearbyObjective)


RenderMapIcon

simulated function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner)


Score

function Score ()


SendFlagMessage

function SendFlagMessage (Controller C)


SendHome

function SendHome (Controller Returner)

called to send the flag to its home base

Parameters:

  • Returner - the player responsible for returning the flag (may be None)

SetHolder

function SetHolder (Controller C)


ShouldMinimapRenderFor

simulated function bool ShouldMinimapRenderFor (PlayerController PC)

returns true if should be rendered for passed in player

ValidHolder

function bool ValidHolder (Actor other)


States

Dropped

Ignores: Drop

Dropped.BaseChange

singular event BaseChange ()

Overrides: Actor.BaseChange (global)


Dropped.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

singular event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange (global)


Dropped.TakeDamage

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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

event Timer ()

Overrides: Actor.Timer (global)


Dropped.CheckFit

function CheckFit ()

Overrides: CheckFit (global)


Dropped.CheckPain

function CheckPain ()

Overrides: CheckPain (global)


Dropped.LogTaken

function LogTaken (Controller EventInstigator)

Overrides: LogTaken (global)


Held

Ignores: SetHolder

Held.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event Timer ()

Overrides: Actor.Timer (global)


Held.KismetSendHome

function KismetSendHome ()

Overrides: KismetSendHome (global)

called when a Kismet action returns the flag

Held.SendHome

function SendHome (Controller Returner)

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

Modifiers: auto

Ignores: Drop, KismetSendHome, Score, SendHome

Home.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event Timer ()

Overrides: Actor.Timer (global)


Home.LogTaken

function LogTaken (Controller EventInstigator)

Overrides: LogTaken (global)