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UE3:UTCarriedObject (UT3)

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UT3 Object >> Actor >> UTCarriedObject

Contents

Package: 
UTGame
Direct subclasses:
UTCTFFlag, UTOnslaughtFlag
This class in other games:
UDK

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

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

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]

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

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Property Value
CollideActors True
CollisionHeight 30.0
CollisionRadius 48.0

Functions[edit]

Native functions[edit]

GetTeamNum[edit]

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum

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

SetHUDLocation[edit]

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[edit]

FellOutOfWorld[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

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

Landed[edit]

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Actor.Landed


NotReachableBy[edit]

event NotReachableBy (Pawn P)


OnBaseChainChanged[edit]

simulated event OnBaseChainChanged ()


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Touch[edit]

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

Overrides: Actor.Touch


Other instance functions[edit]

AutoSendHome[edit]

function AutoSendHome ()

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

BroadcastDroppedMessage[edit]

function BroadcastDroppedMessage (Controller EventInstigator)


BroadcastReturnedMessage[edit]

function BroadcastReturnedMessage ()


BroadcastTakenDroppedMessage[edit]

function BroadcastTakenDroppedMessage (Controller EventInstigator)


BroadcastTakenFromBaseMessage[edit]

function BroadcastTakenFromBaseMessage (Controller EventInstigator)


CalcSetHome[edit]

protected function CalcSetHome ()


CheckFit[edit]

function CheckFit ()


CheckPain[edit]

function CheckPain ()


CheckTouching[edit]

function CheckTouching ()


ClearHolder[edit]

function ClearHolder ()


ClientReturnedHome[edit]

simulated function ClientReturnedHome ()

called on the client when the flag is returned

DrawIcon[edit]

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


Drop[edit]

function Drop (optional Controller Killer)

called to drop the flag

FlagUse[edit]

function bool FlagUse (Controller C)

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

GetIconTexture[edit]

simulated function Texture2D GetIconTexture ()


GetKismetEventObjective[edit]

function UTGameObjective GetKismetEventObjective ()

returns the game objective we should trigger Kismet flag events on

HighlightOnMinimap[edit]

simulated function HighlightOnMinimap (int Switch)


KismetSendHome[edit]

function KismetSendHome ()

called when a Kismet action returns the flag

LogDropped[edit]

function LogDropped (Controller EventInstigator)


LogReturned[edit]

function LogReturned (Controller EventInstigator)


LogTaken[edit]

function LogTaken (Controller EventInstigator)


Position[edit]

function Actor Position ()


RenderEnemyMapIcon[edit]

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


RenderMapIcon[edit]

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


Score[edit]

function Score ()


SendFlagMessage[edit]

function SendFlagMessage (Controller C)


SendHome[edit]

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[edit]

function SetHolder (Controller C)


ShouldMinimapRenderFor[edit]

simulated function bool ShouldMinimapRenderFor (PlayerController PC)

returns true if should be rendered for passed in player

ValidHolder[edit]

function bool ValidHolder (Actor other)


States[edit]

Dropped[edit]

Ignores: Drop

Dropped.BaseChange[edit]

singular event BaseChange ()

Overrides: Actor.BaseChange (global)


Dropped.BeginState[edit]

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[edit]

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[edit]

singular event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange (global)


Dropped.TakeDamage[edit]

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:

  • Damage - 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]

event Timer ()

Overrides: Actor.Timer (global)


Dropped.CheckFit[edit]

function CheckFit ()

Overrides: CheckFit (global)


Dropped.CheckPain[edit]

function CheckPain ()

Overrides: CheckPain (global)


Dropped.LogTaken[edit]

function LogTaken (Controller EventInstigator)

Overrides: LogTaken (global)


Held[edit]

Ignores: SetHolder

Held.BeginState[edit]

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[edit]

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[edit]

event Timer ()

Overrides: Actor.Timer (global)


Held.KismetSendHome[edit]

function KismetSendHome ()

Overrides: KismetSendHome (global)

called when a Kismet action returns the flag

Held.SendHome[edit]

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[edit]

Modifiers: auto

Ignores: Drop, KismetSendHome, Score, SendHome

Home.BeginState[edit]

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[edit]

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[edit]

event Timer ()

Overrides: Actor.Timer (global)


Home.LogTaken[edit]

function LogTaken (Controller EventInstigator)

Overrides: LogTaken (global)