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Difference between revisions of "UE3:UTHUD properties (UT3)"

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Revision as of 01:07, 26 July 2008

UT3 Object >> Actor >> HUD >> GameHUD >> UTHUD (properties)

Contents

;Other member categories for this class::instance functions

Properties

AltHudTexture

Type: Texture2D

Cached reference to the another hud texture

Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'

AmmoBarColor

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 1.0
B 7.0
G 7.0
R 7.0

AmmoPosition

Type: Object.Vector2D


Default value:

Member Value
X -1.0
Y -1.0

AmmoPulseTime

Type: float


ArmorPulseTime

Type: float


BaseMaterial

Type: Material

This holds the base material that will be displayed

Default value: Material'UI_HUD.HUD.M_UI_HUD_DamageDir'

bCrosshairOnFriendly

Type: bool

If true, we will alter the crosshair when it's over a friendly

bCrosshairShow

Type: bool

If true, we will allow Weapons to show their crosshairs

bDisplayingPowerups

Type: bool

true while displaying powerups

bFadeOutHitEffect

Type: bool

whether we're currently fading out the hit effect

bGreenCrosshair

Type: bool

Make the crosshair green (found valid friendly

bHasLeaderboard

Type: bool


Default value: True

bHasMap

Type: bool


bHudMessageRendered

Type: bool


bIsFirstPlayer

Type: bool

This will be true if this is the first player

bIsSplitscreen

Type: bool

This will be true if the hud is in splitscreen

BlackColor

Type: Object.Color

Modifiers: const

Various colors

Default value:

Member Value
A 255
B 0
G 0
R 0

BlueLinearColor

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 0.8
B 10.0
G 0.8
R 0.5

bNoWeaponNumbers

Type: bool


bOnlyShowWeaponBarIfChanging

Type: bool

Modifiers: config

If true, only weapon bar if have pendingweapon

BouncedWeapon

Type: int


BounceWeaponScale

Type: float


Default value: 2.25

bQuickPickMadeNewSelection

Type: bool

true when the player has made a new selection since bringing the menu up this time (can't check QuickPickCurrentSelection for that since it defaults to current weapon)

bShowAllAI

Type: bool

Debug flag to show AI information

bShowAllWeapons

Type: bool

Modifiers: config


bShowAmmo

Type: bool

Modifiers: globalconfig


Default value: True

bShowClock

Type: bool

Modifiers: globalconfig

Widget Locations / Visibility flags

bShowDoll

Type: bool

Modifiers: globalconfig


Default value: True

bShowFragCount

Type: bool


Default value: True

bShowLeaderboard

Type: bool


bShowMap

Type: bool

Modifiers: globalconfig


Default value: True

bShowOnlyAvailableWeapons

Type: bool

Modifiers: config

If true, only show available weapons on weapon bar

bShowPowerups

Type: bool

Modifiers: globalconfig


Default value: True

bShowQuickPick

Type: bool

QuickPick Menu

bShowScoring

Type: bool

Modifiers: globalconfig


Default value: True

bShowVehicle

Type: bool

Modifiers: globalconfig


Default value: True

bShowVehicleArmorCount

Type: bool


bShowWeaponbar

Type: bool

Modifiers: config

If true, weapon bar is never displayed

CharPendingPRI

Type: UTPlayerReplicationInfo

Holds the PRI of who we want to switch to

CharPortraitMaterial

Type: Material

The material used to display the portrait

Default value: Material'UI_HUD.Materials.CharPortrait'

CharPortraitMI

Type: MaterialInstanceConstant

The MI that we will set

CharPortraitSize

Type: Object.Vector2D

How big at 1024x768 should this be

Default value:

Member Value
X 96.0
Y 120.0

CharPortraitSlideTime

Type: float

Total Amount of time to display a portrait for

Default value: 2.0

CharPortraitSlideTransitionTime

Type: float

% of Total time to slide In/Out. It will be used on both sides. Ex. If set to 0.25 then the slide in will be 25% of the total time as will the slide out leaving 50% of the time settled on screen. *

Default value: 0.175

CharPortraitTime

Type: float

How long until we are done

CharPortraitXPerc

Type: float

When sliding in, where should this image stop

Default value: 0.01

CharPortraitYPerc

Type: float

How far down the screen will it be rendered

Default value: 0.2

CharPRI

Type: UTPlayerReplicationInfo

Holds the PRI of the person speak

ClockPosition

Type: Object.Vector2D


ConfiguredCrosshairScaling

Type: float

Configurable crosshair scaling

Default value: 1.0

ConsoleIconFont

Type: Font


ConsoleIconFontClassName

Type: string

Modifiers: config

Holds a reference to the font to use for a given console

Default value: "UI_Fonts.Fonts.UI_Fonts_Xbox18"

CurrentWeaponScale

Type: float

Array size: 10


Default value, index 0: 1.0

Default value, index 1: 1.0

Default value, index 2: 1.0

Default value, index 3: 1.0

Default value, index 4: 1.0

Default value, index 5: 1.0

Default value, index 6: 1.0

Default value, index 7: 1.0

Default value, index 8: 1.0

Default value, index 9: 1.0

DamageData

Type: array<DamageInfo>

List of DamageInfos.

DamageIndicatorSize

Type: float

Modifiers: globalconfig


Default value: 384.0

DeadMessage

Type: string

Modifiers: localized

When you are dead

Default value: "You have Died!"

DisplayedOrders

Type: string

The orders to display when rendering the map

DMLinearColor

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 0.5
B 0.5
G 2.0
R 4.0

DollPosition

Type: Object.Vector2D


Default value:

Member Value
X 0.0
Y -1.0

DollVisibility

Type: float


EmptyWeaponAlpha

Type: float


Default value: 0.4

FadeParamName

Type: name

Name of the material parameter that controls the fade

Default value: 'DamageDirectionAlpha'

FadeTime

Type: float

How fast should it fade out

Default value: 0.5

FireToRespawnMessage

Type: string

Modifiers: localized

Press [Fire] to Respawn

Default value: "Press [FIRE] to respawn"

FragPulseTime

Type: float


FullHeight

Type: float

Holds the full width and height of the viewport

FullWidth

Type: float

Holds the full width and height of the viewport

GlowFonts

Type: Font

Array size: 2

Glowing Fonts

Default value, index 0: Font'UI_Fonts_Final.HUD.F_GlowPrimary'

Default value, index 1: Font'UI_Fonts_Final.HUD.F_GlowSecondary'

GoldColor

Type: Object.Color

Modifiers: const

Various colors

Default value:

Member Value
A 255
B 11
G 183
R 255

GoldLinearColor

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 1.0
B 0.0
G 1.0
R 1.0

GrayColor

Type: Object.Color

Modifiers: const


Default value:

Member Value
A 192
B 160
G 160
R 160

HealthPulseTime

Type: float


HitEffect

Type: MaterialEffect

reference to the hit effect

HitEffectFadeTime

Type: float

the amount the time it takes to fade the hit effect from the maximum values (default.HitEffectFadeTime is max)

Default value: 0.5

HitEffectIntensity

Type: float

current hit effect intensity (default.HitEffectIntensity is max)

Default value: 0.25

HitEffectMaterialInstance

Type: MaterialInstanceConstant

Modifiers: transient

material instance for the hit effect

HudFonts

Type: array<Font>

A collection of fonts used in the hud

Default value, index 0: MultiFont'UI_Fonts_Final.HUD.MF_Small'

Default value, index 1: MultiFont'UI_Fonts_Final.HUD.MF_Medium'

Default value, index 2: MultiFont'UI_Fonts_Final.HUD.MF_Large'

Default value, index 3: MultiFont'UI_Fonts_Final.HUD.MF_Huge'

HUDScaleX

Type: float

Resolution dependent HUD scaling factor

HUDScaleY

Type: float

Resolution dependent HUD scaling factor

IconHudTexture

Type: Texture2D


Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseB'

LastAmmoCount

Type: int


LastAmmoPickupTime

Type: float

used to pulse the scaled of several hud elements

LastArmorAmount

Type: int


LastArmorPickupTime

Type: float

used to pulse the scaled of several hud elements

LastDollUpdate

Type: float


LastFragCount

Type: int


LastHealth

Type: int


LastHealthPickupTime

Type: float

used to pulse the scaled of several hud elements

LastHUDUpdateTime

Type: float


LastPickupTime

Type: float

used to pulse the scaled of several hud elements

LastSelectedWeapon

Type: Weapon


LastTimeTooltipDrawn

Type: float


LastWeapon

Type: UTWeapon


LastWeaponBarDrawnTime

Type: float


LC_White

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 1.0
B 1.0
G 1.0
R 1.0

LightGoldColor

Type: Object.Color

Modifiers: const


Default value:

Member Value
A 255
B 128
G 255
R 255

LightGreenColor

Type: Object.Color

Modifiers: const


Default value:

Member Value
A 255
B 128
G 255
R 128

MapBackground

Type: Texture2D

The background texture for the map

MapDefaultSize

Type: float

Modifiers: config

Holds the default size in pixels at 1024x768 of the map

Default value: 255.0

MapPosition

Type: Object.Vector2D


Default value:

Member Value
X 0.99
Y 0.05

MaxHitEffectColor

Type: Object.LinearColor

maximum hit effect color

Default value:

Member Value
A 1.0
B -1.0
G -1.0
R 2.0

MaxNoOfIndicators

Type: int

Holds the Max. # of indicators to be shown

Default value: 3

MessageOffset

Type: float

Array size: 7

Y offsets for local message areas - value above 1 = special position in right top corner of HUD

Default value, index 0: 0.15

Default value, index 1: 0.242

Default value, index 2: 0.36

Default value, index 3: 0.58

Default value, index 4: 0.78

Default value, index 5: 0.83

Default value, index 6: 2.0

MOTDSceneTemplate

Type: UTUIScene_MOTD

MOTD

MusicManagerClass

Type: class<UTMusicManager>

class of dynamic music manager used with this hud/gametype

Default value: Class'UTGame.UTMusicManager'

OffWeaponAlpha

Type: float


Default value: 0.5

OrderUpdateTime

Type: float

last time at which displayedorders was updated

PawnOwner

Type: Pawn

The Pawn that is currently owning this hud

PlaceMarks

Type: string

Array size: 4

Modifiers: localized


Default value, index 0: "st"

Default value, index 1: "nd"

Default value, index 2: "rd"

Default value, index 3: "th"

PositionalParamName

Type: name

Name of the material parameter that controls the position

Default value: 'DamageDirectionRotation'

PostRenderedActors

Type: array<Actor>

Holds a list of Actors that need PostRender calls

PowerupDims

Type: Object.Vector2D


PowerupTransitionTime

Type: float

How long to fade

PowerupYPos

Type: float


Default value: 0.75

PressFireToBegin

Type: string

Modifiers: localized

Press [Fire] to begin

Default value: "Press [FIRE] to Begin..."

PulseDuration

Type: float

How long should the pulse take total

Default value: 0.33

PulseMultiplier

Type: float

How much should the text pulse - NOTE this will be added to 1.0 (so PulseMultipler 0.5 = 1.5)

Default value: 0.5

PulseSplit

Type: float

When should the pulse switch from Out to in

Default value: 0.25

QuickPickBkgCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 459.0
UL 69.0
V 148.0
VL 49.0

QuickPickBkgImage

Type: Texture2D


Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'

QuickPickCircleCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 18.0
UL 128.0
V 367.0
VL 128.0

QuickPickCircleImage

Type: Texture2D


Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseB'

QuickPickClasses

Type: array<UTWeapon>


QuickPickCurrentSelection

Type: int


QuickPickDeltaAngle

Type: float


QuickPickNumCells

Type: int


QuickPickRadius

Type: float


Default value: 160.0

QuickPickSelCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 459.0
UL 69.0
V 248.0
VL 49.0

QuickPickSelImage

Type: Texture2D


Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'

QuickPickTarget

Type: Pawn


RedLinearColor

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 0.8
B 0.05
G 0.0
R 3.0

ResolutionScale

Type: float

Holds the scaling factor given the current resolution. This is calculated in PostRender()

ResolutionScaleX

Type: float

Holds the scaling factor given the current resolution. This is calculated in PostRender()

SafeRegionPct

Type: float

Modifiers: config

The percentage of the view that should be considered safe

Default value: 1.0

ScoreboardSceneTemplate

Type: UTUIScene_Scoreboard

The Scoreboard.

Default value: Scoreboard_DM'UI_Scenes_Scoreboards.sbDM'

ScoringPosition

Type: Object.Vector2D


Default value:

Member Value
X -1.0
Y 0.0

SelectedBoxScale

Type: float


Default value: 1.0

SelectedWeaponAlpha

Type: float


Default value: 1.0

SelectedWeaponAmmoOffsetX

Type: float


Default value: 110.0

SelectedWeaponScale

Type: float


Default value: 1.5

SpectatorMessage

Type: string

Modifiers: localized

When you are a spectator

Default value: "Spectator"

TalkingTexture

Type: Texture2D


Default value: Texture2D'PS3Patch.Talking'

TeamColor

Type: Object.Color


TeamHUDColor

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

TeamTextColor

Type: Object.Color


THeight

Type: float

Misc vars used for laying out the hud

ToolTipSepCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 260.0
UL 29.0
V 379.0
VL 27.0

TX

Type: float


TY

Type: float


UTGRI

Type: UTGameReplicationInfo

Cached reference to the GRI

UTOwnerPRI

Type: UTPlayerReplicationInfo

Cached typed reference to the PRI

UTPawnOwner

Type: UTPawn

Points to the UT Pawn. Will be resolved if in a vehicle

UTPlayerOwner

Type: UTPlayerController

Cached a typed Player controller. Unlike PawnOwner we only set this once in PostBeginPlay

VehiclePosition

Type: Object.Vector2D


Default value:

Member Value
X -1.0
Y -1.0

WaitingForMatch

Type: string

Modifiers: localized

Waiting for the match to begin

Default value: "Waiting for the Match to Begin..."

WarmupString

Type: string

Modifiers: localized

Localize Strings -- TODO - Go through and make sure these are all localized

Default value: "Warmup Round"

WeaponAmmoLength

Type: float


Default value: 48.0

WeaponAmmoOffsetX

Type: float


Default value: 100.0

WeaponAmmoOffsetY

Type: float


Default value: 16.0

WeaponAmmoThickness

Type: float


Default value: 16.0

WeaponBarScale

Type: float

Scaling to apply to entire weapon bar

Default value: 0.75

WeaponBarXOffset

Type: float


Default value: 70.0

WeaponBarY

Type: float

Weapon bar top left corner at 1024x768, normal scale

Default value: 16.0

WeaponBoxHeight

Type: float


Default value: 64.0

WeaponBoxWidth

Type: float


Default value: 100.0

WeaponList

Type: UTWeapon

Array size: 10

List of weapons to display in weapon bar

WeaponScaleSpeed

Type: float


Default value: 10.0

WeaponSwitchMessage

Type: class<UTLocalMessage>


Default value: Class'UTGame.UTWeaponSwitchMessage'

WeaponXOffset

Type: float


Default value: 60.0

WeaponYOffset

Type: float


Default value: 8.0

WeaponYScale

Type: float


Default value: 64.0

WhiteLinearColor

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 1.0
B 1.0
G 1.0
R 1.0

YouHaveLost

Type: string

Modifiers: localized

You have lost the match

Default value: "YOU HAVE LOST THE MATCH!"

YouHaveWon

Type: string

Modifiers: localized

When you win the match

Default value: "YOU HAVE WON THE MATCH!"

Default values

Property Value
MaxHUDAreaMessageCount 2