My program doesn't have bugs. It just develops random features.
UE3:UTHUD (UT3)
- Package:
- UTGame
- Direct subclasses:
- UTTeamHUD, UTBetrayalHUD
- This class in other games:
- UDK
The HUD class for Deathmatch and the base for all UT3 gametype HUDs.
Properties
See UTHUD properties.
Structs
DamageInfo
Modifiers: native
Holds data for directional damage indicators.
- float FadeTime
- Time for fade-out.
- float FadeValue
- Current fade value.
- MaterialInstanceConstant MatConstant
- The MIC for this indicator.
Functions
Static native functions
TranslateBindToFont
Convert a string with potential escape sequenced data in it to a font and the string that should be displayed
Other static functions
DrawBackground
Draws the background of player, vehicle and objective beacons.
DrawBarGraph
Draws a horizontal bar graph, e.g. for player health.
DrawBeaconBackground
Draws the background of a player or vehicle beacon.
DrawHealth
Wrapper function for DrawBarGraph() specifically for health-like graphs.
FormatTime
Converts the number of seconds into a time string of the form HH:MM:SS.
GetFontSizeIndex
Overrides: HUD.GetFontSizeIndex
Returns a font from the default HudFonts array. Valid font sizes range from 0 to 3, values outside the range are clamped to the nearest valid value.
GetTeamColor
Returns image color red for team 0, blue for team 1 and white for any other team index. Always returns "light gold" (a pale yellow) as the text color.
Exec functions
GrowHUD
Adds missing elements to HUD.
ReleaseShowScores
Hides the scoreboard.
SetShowScores
Overrides: HUD.SetShowScores
Shows or hides the scoreboard according to the parameter value.
ShowAllAI
Toggles whether AI information should be drawn for each bot Pawn.
ShowQuickPickMenu
Shows or hides the Quick Pick Menu according to the parameter value.
ShowSquadRoutes
Renders all squad routes of the currently spectated bot as persistent lines in the level. Each route gets a random color.
ShrinkHUD
Removes elements from HUD.
StartMusic
Creates a UTMusicManager for the player, unless there already is a music manager for that player.
ToggleHUD
Overrides: HUD.ToggleHUD
Toggles the entire HUD on/off.
Native functions
DisplayWeaponBar
Draws the weapon bar.
There doesn't seem to be any easy way to customize the behavior of this function. It's not declared as final, so creating a custom weapon bar in UT3 is possible by overriding it and completely reimplementing its functionality in UnrealScript.
DrawActorOverlays
DrawGlowText
Draw a glowing string
LinkToHudScene
This function will attempt to auto-link up HudWidgets to their associated transient property here in the hud.
Events
PostBeginPlay
Overrides: HUD.PostBeginPlay
Create a list of actors needing PostRenderFor() calls. (That would be all Pawns that are neither UTPawns nor UTVehicles, all UTGameObjectives, all UTOnslaughtNodeTeleporters, all UTDeployableNodeLockers and all UTOnslaughtFlags.) Other actors are free to register themselves via the UTHUD.AddPostRenderedActor() function.
PostRender
Overrides: HUD.PostRender
Updates drawing-related HUD properties, then calls DrawHUD() unless HUD.bShowHUD is False.
Timer
Overrides: Actor.Timer
Sorts the list of PlayerReplicationInfos via GameReplicationInfo.SortPRIArray().