Gah - a solution with more questions. – EntropicLqd
Difference between revisions of "UE3:UTGameReplicationInfo instance functions (UT3)"
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====SetHudShowScores==== | ====SetHudShowScores==== | ||
{{code|simulated function '''SetHudShowScores''' ([[bool]] '''bShow''')}} | {{code|simulated function '''SetHudShowScores''' ([[bool]] '''bShow''')}} | ||
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+ | <!-- enter function description --> | ||
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+ | ====SetVoteRoundTimeRemaining==== | ||
+ | {{code|function '''SetVoteRoundTimeRemaining''' ([[int]] '''NewValue''')}} | ||
<!-- enter function description --> | <!-- enter function description --> |
Latest revision as of 03:52, 16 August 2009
Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo >> UTGameReplicationInfo (instance functions) |
Contents
- 1 Instance functions
- 1.1 AddGameRule
- 1.2 AddPRI
- 1.3 AssignSinglePlayerCharacters
- 1.4 CanChangeTeam
- 1.5 DisplayMOTD
- 1.6 FindExistingMeshForFamily
- 1.7 FinishCharMerge
- 1.8 FlagIsDown
- 1.9 FlagIsHeldEnemy
- 1.10 FlagIsHeldFriendly
- 1.11 FlagIsHome
- 1.12 FlagsAreHome
- 1.13 IsNecrisTeam
- 1.14 IsProcessingCharacterData
- 1.15 MidGameMenuClosed
- 1.16 MidMenuMenu
- 1.17 OpenUIScene
- 1.18 PopulateMidGameMenu
- 1.19 PreventPause
- 1.20 ProcessCharacterData
- 1.21 ResetCharMerge
- 1.22 SendCharacterProcessingNotification
- 1.23 SetFlagDown
- 1.24 SetFlagHeldEnemy
- 1.25 SetFlagHeldFriendly
- 1.26 SetFlagHome
- 1.27 SetHudShowScores
- 1.28 SetVoteRoundTimeRemaining
- 1.29 ShowMidGameMenu
- 1.30 ShowScores
- 1.31 SkipAllProcessing
- 1.32 StartProcessingCharacterData
- 1.33 TickCharacterMeshCreation
- 1.34 ToggleViewingMap
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Instance functions[edit]
AddGameRule[edit]
AddPRI[edit]
Overrides: GameReplicationInfo.AddPRI
AssignSinglePlayerCharacters[edit]
In a single player campaign, this function will be called to insure all of the players are properly assigned to a given team. It insure that the host of the game is assigned to Reaper, and then assigns the other players in order.
Parameters:
- PRI - The PRI of the player to Assign a character for
CanChangeTeam[edit]
Whether a player can change teams or not. Used by menus and such.
DisplayMOTD[edit]
Displays the message of the day by finding a hud and passing off the call.
FindExistingMeshForFamily[edit]
Util to find an existing custom mesh with the same race/sex/team
FinishCharMerge[edit]
Attempt to finish merging - returns SkeletalMesh when done.
FlagIsDown[edit]
FlagIsHeldEnemy[edit]
FlagIsHeldFriendly[edit]
FlagIsHome[edit]
FlagsAreHome[edit]
IsNecrisTeam[edit]
Returns:
- whether the given team is Necris (used by e.g. vehicle factories to control whether they can activate for this team)
IsProcessingCharacterData[edit]
Returns:
- whether we're still processing character data into meshes
MidGameMenuClosed[edit]
Clean up
MidMenuMenu[edit]
OpenUIScene[edit]
wrapper for opening UI scenes
Parameters:
- InstigatorPC - player to open it for
- Template - the scene to open
PopulateMidGameMenu[edit]
PreventPause[edit]
Overrides: GameReplicationInfo.PreventPause
hook to allow the GRI to prevent pausing; used when it's performing asynch tasks that must be completed
ProcessCharacterData[edit]
determines whether we should process the given player's character data into a mesh and if so, gets that started
Parameters:
- PRI - the PlayerReplicationInfo that holds the data to process
- bTeamChange - if this is the result of a team change
Note: this can be called multiple times for a given PRI if more info is received (e.g. Team)
ResetCharMerge[edit]
Reset merging on a character.
SendCharacterProcessingNotification[edit]
called to notify all local players when character data processing is started/stopped
SetFlagDown[edit]
SetFlagHeldEnemy[edit]
SetFlagHeldFriendly[edit]
SetFlagHome[edit]
SetHudShowScores[edit]
SetVoteRoundTimeRemaining[edit]
ShowMidGameMenu[edit]
Open the mid-game menu
ShowScores[edit]
SkipAllProcessing[edit]
Returns:
- whether we should skip all character processing of any kind, even arms
StartProcessingCharacterData[edit]
TickCharacterMeshCreation[edit]
called when character meshes are being processed to update it