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Difference between revisions of "UE3:UTGameObjective instance functions (UT3)"

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returns the rating of the highest rated locked vehicle available at this node
 
returns the rating of the highest rated locked vehicle available at this node
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====GetBestLocker====
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{{code|function {{cl|UTWeaponLocker}} '''GetBestLocker''' ()}}
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<!-- enter function description -->
  
 
====GetFlag====
 
====GetFlag====

Latest revision as of 03:51, 16 August 2009

UT3 Object >> Actor >> NavigationPoint >> Objective >> UTGameObjective (instance functions)
UTGameObjective instance functions in other games:
UDK
Other member categories for this class:
internal variables

Instance functions[edit]

AddScorer[edit]

function AddScorer (UTPlayerReplicationInfo PRI, float Pct)


AddTeamStaticMesh[edit]

simulated function AddTeamStaticMesh (UTTeamStaticMesh SMesh)

adds the given team static mesh to our list and initializes its team

BetterObjectiveThan[edit]

function bool BetterObjectiveThan (UTGameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum)


BotNearObjective[edit]

function bool BotNearObjective (UTBot B)


CalcCamera[edit]

simulated function bool CalcCamera (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

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]

function bool CanDoubleJump (Pawn Other)


ClientReset[edit]

simulated function ClientReset ()

called by UTPlayerController::ClientReset() when restarting level without reloading performs any clientside only actions

DrawMapSelection[edit]

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


FindGoodEndView[edit]

simulated function FindGoodEndView (PlayerController PC, out Object.Rotator GoodRotation)

Overrides: Actor.FindGoodEndView

Used by PlayerController.FindGoodView() in RoundEnded State

FindNearestFriendlyNode[edit]

function UTGameObjective FindNearestFriendlyNode (int TeamIndex)

FindNearestFriendlyNode() returns nearest node at which team can spawn

GetAutoObjectiveActor[edit]

function Actor GetAutoObjectiveActor (UTPlayerController PC)

Returns:

the actor that the given player should use to complete this objective

GetBestAvailableVehicleRating[edit]

function float GetBestAvailableVehicleRating ()

returns the rating of the highest rated locked vehicle available at this node

GetBestLocker[edit]

function UTWeaponLocker GetBestLocker ()


GetFlag[edit]

function UTCarriedObject GetFlag ()

returns the UTCarriedObject (if any) associated with this objective

GetHUDOffset[edit]

simulated function Object.Vector GetHUDOffset (PlayerController PC, Canvas Canvas)


GetHumanReadableName[edit]

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetLocationMessageIndex[edit]

simulated function int GetLocationMessageIndex (UTBot B, Pawn StatusPawn)


GetLocationSpeechFor[edit]

simulated function SoundNodeWave GetLocationSpeechFor (PlayerController PC, int LocationSpeechOffset, int MessageIndex)


GetLocationStringFor[edit]

simulated function string GetLocationStringFor (PlayerReplicationInfo PRI)

Overrides: Actor.GetLocationStringFor


GetNumDefenders[edit]

function int GetNumDefenders ()


HighlightOnMinimap[edit]

simulated function HighlightOnMinimap (int Switch)


IsNeutral[edit]

simulated function bool IsNeutral ()


IsStandalone[edit]

simulated function bool IsStandalone ()


MarkShootSpotsFor[edit]

simulated function MarkShootSpotsFor (Pawn P)

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]

function bool NearObjective (Pawn P)


NeedsHealing[edit]

simulated function bool NeedsHealing ()


ObjectiveChanged[edit]

function ObjectiveChanged ()

Used for a notification chain when an objective changes

ReachedParkingSpot[edit]

function bool ReachedParkingSpot (Pawn P)

returns whether the given Pawn has reached one of our VehicleParkingSpots

RenderExtraDetails[edit]

simulated function RenderExtraDetails (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent, bool bSelected)

Called if rendering full size map

SetAlarm[edit]

function SetAlarm (bool bNowOn)

turns on or off the alarm sound played when under attack

SetTeam[edit]

function SetTeam (byte TeamIndex)


ShareScore[edit]

function ShareScore (int TotalScore, string EventDesc)


Shootable[edit]

function bool Shootable ()


TeamLink[edit]

simulated function bool TeamLink (int TeamNum)


TeleportTo[edit]

function bool TeleportTo (UTPawn Traveler)

Will attempt to teleport a pawn to this objective

TellBotHowToDisable[edit]

function bool TellBotHowToDisable (UTBot B)


TellBotHowToHeal[edit]

function bool TellBotHowToHeal (UTBot B)


TriggerFlagEvent[edit]

function TriggerFlagEvent (name EventType, Controller EventInstigator)

triggers all UTSeqEvent_FlagEvent attached to this objective with the given flag event type

UpdateTeamStaticMeshes[edit]

simulated function UpdateTeamStaticMeshes ()

updates TeamStaticMeshes array for a change in our team

UsedBy[edit]

function bool UsedBy (Pawn P)

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

ValidSpawnPointFor[edit]

function bool ValidSpawnPointFor (byte TeamIndex)