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UE3:UTGameObjective instance functions (UT3)

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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

AddScorer

function AddScorer (UTPlayerReplicationInfo PRI, float Pct)


AddTeamStaticMesh

simulated function AddTeamStaticMesh (UTTeamStaticMesh SMesh)

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

BetterObjectiveThan

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


BotNearObjective

function bool BotNearObjective (UTBot B)


CalcCamera

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

function bool CanDoubleJump (Pawn Other)


ClientReset

simulated function ClientReset ()

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

DrawMapSelection

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


FindGoodEndView

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

Overrides: Actor.FindGoodEndView

Used by PlayerController.FindGoodView() in RoundEnded State

FindNearestFriendlyNode

function UTGameObjective FindNearestFriendlyNode (int TeamIndex)

FindNearestFriendlyNode() returns nearest node at which team can spawn

GetAutoObjectiveActor

function Actor GetAutoObjectiveActor (UTPlayerController PC)

Returns:

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

GetBestAvailableVehicleRating

function float GetBestAvailableVehicleRating ()

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

GetBestLocker

function UTWeaponLocker GetBestLocker ()


GetFlag

function UTCarriedObject GetFlag ()

returns the UTCarriedObject (if any) associated with this objective

GetHUDOffset

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


GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


GetLocationMessageIndex

simulated function int GetLocationMessageIndex (UTBot B, Pawn StatusPawn)


GetLocationSpeechFor

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


GetLocationStringFor

simulated function string GetLocationStringFor (PlayerReplicationInfo PRI)

Overrides: Actor.GetLocationStringFor


GetNumDefenders

function int GetNumDefenders ()


HighlightOnMinimap

simulated function HighlightOnMinimap (int Switch)


IsNeutral

simulated function bool IsNeutral ()


IsStandalone

simulated function bool IsStandalone ()


MarkShootSpotsFor

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

function bool NearObjective (Pawn P)


NeedsHealing

simulated function bool NeedsHealing ()


ObjectiveChanged

function ObjectiveChanged ()

Used for a notification chain when an objective changes

ReachedParkingSpot

function bool ReachedParkingSpot (Pawn P)

returns whether the given Pawn has reached one of our VehicleParkingSpots

RenderExtraDetails

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

Called if rendering full size map

SetAlarm

function SetAlarm (bool bNowOn)

turns on or off the alarm sound played when under attack

SetTeam

function SetTeam (byte TeamIndex)


ShareScore

function ShareScore (int TotalScore, string EventDesc)


Shootable

function bool Shootable ()


TeamLink

simulated function bool TeamLink (int TeamNum)


TeleportTo

function bool TeleportTo (UTPawn Traveler)

Will attempt to teleport a pawn to this objective

TellBotHowToDisable

function bool TellBotHowToDisable (UTBot B)


TellBotHowToHeal

function bool TellBotHowToHeal (UTBot B)


TriggerFlagEvent

function TriggerFlagEvent (name EventType, Controller EventInstigator)

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

UpdateTeamStaticMeshes

simulated function UpdateTeamStaticMeshes ()

updates TeamStaticMeshes array for a change in our team

UsedBy

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

function bool ValidSpawnPointFor (byte TeamIndex)