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

UE3:UTGameObjective (UDK)

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UDK Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective
Package: 
UTGame
Direct subclass:
UTCTFBase
This class in other games:
UT3


Properties[edit]

Property group 'Announcements'[edit]

AttackAnnouncement[edit]

Type: UTPlayerController.ObjectiveAnnouncementInfo

announcement to use when directing a player to attack this objective

DefendAnnouncement[edit]

Type: UTPlayerController.ObjectiveAnnouncementInfo

announcement to use when directing a player to defend this objective

Property group 'Objective'[edit]

DefensePriority[edit]

Type: byte


ObjectiveName[edit]

Type: string

Modifiers: localized


Default value: "Objective"

Property group 'UTGameObjective'[edit]

BaseRadius[edit]

Type: float


Default value: 2000.0

MyBaseVolume[edit]

Type: Volume


VehicleParkingSpots[edit]

Type: array<NavigationPoint>

bots in vehicles should go to one of these and then proceed on foot

Property group 'VoiceMessage'[edit]

LocationSpeech[edit]

Type: array<SoundNodeWave>


Internal variables[edit]

See UTGameObjective internal variables.

Default values[edit]

Property Value
bOnlyDirtyReplication True
bReplicateMovement False
NetUpdateFrequency 1.0
SupportedEvents[4] Class'UTGame.UTSeqEvent_FlagEvent'

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: Objective.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: Objective.CollisionCylinder

Property Value
ReplacementPrimitive None

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: Objective.PathRenderer

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: Objective.Sprite

Property Value
ReplacementPrimitive None

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: Objective.Sprite2

Property Value
ReplacementPrimitive None

Structs[edit]

ScorerRecord[edit]

Modifiers: native

UTPlayerReplicationInfo PRI 
float Pct 

Functions[edit]

Native functions[edit]

DrawIcon[edit]

simulated native function DrawIcon (Canvas Canvas, Object.Vector IconLocation, float IconWidth, float IconAlpha, UTPlayerController PlayerOwner, Object.LinearColor DrawColor)


GetTeamNum[edit]

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


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]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


GetBestViewTarget[edit]

event Actor GetBestViewTarget ()

Returns the actual viewtarget for this actor. Should be subclassed

IsActive[edit]

simulated event bool IsActive ()


IsCritical[edit]

simulated event bool IsCritical ()

Returns:

true if this objective is critical and needs immediate attention

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


RenderMinimap[edit]

simulated event RenderMinimap (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent)

Called if bScriptRenderAdditionalMinimap=true

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: Actor.Reset


Other instance functions[edit]

See UTGameObjective instance functions.