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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
AddScorer
AddTeamStaticMesh
adds the given team static mesh to our list and initializes its team
BetterObjectiveThan
BotNearObjective
CalcCamera
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
ClientReset
called by UTPlayerController::ClientReset() when restarting level without reloading performs any clientside only actions
DrawMapSelection
FindGoodEndView
Overrides: Actor.FindGoodEndView
Used by PlayerController.FindGoodView() in RoundEnded State
FindNearestFriendlyNode
FindNearestFriendlyNode() returns nearest node at which team can spawn
GetAutoObjectiveActor
Returns:
- the actor that the given player should use to complete this objective
GetBestAvailableVehicleRating
returns the rating of the highest rated locked vehicle available at this node
GetFlag
returns the UTCarriedObject (if any) associated with this objective
GetHUDOffset
GetHumanReadableName
Overrides: Actor.GetHumanReadableName
GetLocationMessageIndex
GetLocationSpeechFor
GetLocationStringFor
Overrides: Actor.GetLocationStringFor
GetNumDefenders
HighlightOnMinimap
IsNeutral
IsStandalone
MarkShootSpotsFor
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
NeedsHealing
ObjectiveChanged
Used for a notification chain when an objective changes
ReachedParkingSpot
returns whether the given Pawn has reached one of our VehicleParkingSpots
RenderExtraDetails
Called if rendering full size map
SetAlarm
turns on or off the alarm sound played when under attack
SetTeam
Shootable
TeamLink
TeleportTo
Will attempt to teleport a pawn to this objective
TellBotHowToDisable
TellBotHowToHeal
TriggerFlagEvent
triggers all UTSeqEvent_FlagEvent attached to this objective with the given flag event type
UpdateTeamStaticMeshes
updates TeamStaticMeshes array for a change in our team
UsedBy
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