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UE3:UTGameObjective instance functions (UDK)
Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective (instance functions) |
Contents
- 1 Instance functions
- 1.1 AddScorer
- 1.2 AddTeamStaticMesh
- 1.3 BetterObjectiveThan
- 1.4 BotNearObjective
- 1.5 CalcCamera
- 1.6 CanDoubleJump
- 1.7 ClientReset
- 1.8 DrawMapSelection
- 1.9 FindGoodEndView
- 1.10 FindNearestFriendlyNode
- 1.11 GetAutoObjectiveActor
- 1.12 GetBestAvailableVehicleRating
- 1.13 GetFlag
- 1.14 GetHUDOffset
- 1.15 GetHumanReadableName
- 1.16 GetLocationMessageIndex
- 1.17 GetLocationSpeechFor
- 1.18 GetLocationStringFor
- 1.19 GetNumDefenders
- 1.20 HighlightOnMinimap
- 1.21 IsNeutral
- 1.22 IsStandalone
- 1.23 MarkShootSpotsFor
- 1.24 NearObjective
- 1.25 NeedsHealing
- 1.26 ObjectiveChanged
- 1.27 ReachedParkingSpot
- 1.28 RenderExtraDetails
- 1.29 SetAlarm
- 1.30 SetTeam
- 1.31 ShareScore
- 1.32 Shootable
- 1.33 TeamLink
- 1.34 TeleportTo
- 1.35 TellBotHowToDisable
- 1.36 TellBotHowToHeal
- 1.37 TriggerFlagEvent
- 1.38 UpdateTeamStaticMeshes
- 1.39 UsedBy
- 1.40 ValidSpawnPointFor
- UTGameObjective instance functions in other games:
- UT3
- Other member categories for this class:
- internal variables
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Instance functions[edit]
AddScorer[edit]
AddTeamStaticMesh[edit]
adds the given team static mesh to our list and initializes its team
BetterObjectiveThan[edit]
BotNearObjective[edit]
CalcCamera[edit]
Overrides: Actor.CalcCamera
Calculate camera view point, when viewing this actor.
Parameters:
- fDeltaTime - delta time seconds since last update
- out_CamLoc - Camera Location
- out_CamRot - Camera Rotation
- out_FOV - Field of View
Returns:
- true if Actor should provide the camera point of view.
CanDoubleJump[edit]
ClientReset[edit]
called by UTPlayerController::ClientReset() when restarting level without reloading performs any clientside only actions
DrawMapSelection[edit]
FindGoodEndView[edit]
Overrides: Actor.FindGoodEndView
Used by PlayerController.FindGoodView() in RoundEnded State
FindNearestFriendlyNode[edit]
FindNearestFriendlyNode() returns nearest node at which team can spawn
GetAutoObjectiveActor[edit]
Returns:
- the actor that the given player should use to complete this objective
GetBestAvailableVehicleRating[edit]
returns the rating of the highest rated locked vehicle available at this node
GetFlag[edit]
returns the UTCarriedObject (if any) associated with this objective
GetHUDOffset[edit]
GetHumanReadableName[edit]
Overrides: Actor.GetHumanReadableName
GetLocationMessageIndex[edit]
GetLocationSpeechFor[edit]
GetLocationStringFor[edit]
Overrides: Actor.GetLocationStringFor
GetNumDefenders[edit]
HighlightOnMinimap[edit]
IsNeutral[edit]
IsStandalone[edit]
MarkShootSpotsFor[edit]
mark NavigationPoints the given Pawn can shoot this objective from as endpoints for pathfinding this is so that the AI can figure out how to get in range of objectives that are shootable but not reachable
NearObjective[edit]
NeedsHealing[edit]
ObjectiveChanged[edit]
Used for a notification chain when an objective changes
ReachedParkingSpot[edit]
returns whether the given Pawn has reached one of our VehicleParkingSpots
RenderExtraDetails[edit]
Called if rendering full size map
SetAlarm[edit]
turns on or off the alarm sound played when under attack
SetTeam[edit]
[edit]
Shootable[edit]
TeamLink[edit]
TeleportTo[edit]
Will attempt to teleport a pawn to this objective
TellBotHowToDisable[edit]
TellBotHowToHeal[edit]
TriggerFlagEvent[edit]
triggers all UTSeqEvent_FlagEvent attached to this objective with the given flag event type
UpdateTeamStaticMeshes[edit]
updates TeamStaticMeshes array for a change in our team
UsedBy[edit]
Overrides: Actor.UsedBy
(Description copied from Actor.UsedBy)
Called when being activated by the specified pawn. Default implementation searches for any SeqEvent_Used and activates them.
Returns:
- true to indicate this actor was activated