UE3:UTHUD properties (UT3): Difference between revisions

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====AltHudTexture====
====AltHudTexture====
'''Type:''' {{cl|Texture2D}}
'''Type:''' {{cl|Texture2D}}
'''[[Variables#Modifiers|Modifiers]]:''' const


Cached reference to the another hud texture
Cached reference to the another hud texture
Line 39: Line 41:
| R
| R
| 7.0
| 7.0
|}
====AmmoBarOffsetY====
'''Type:''' [[float]]
Padding beneath right side ammo/icon
'''Default value:''' 2.0
====AmmoBGCoords====
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}
<!-- enter variable description -->
'''Default value:'''
{| class="list defaults"
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
|-
| U
| 1.0
|-
| UL
| 162.0
|-
| V
| 368.0
|-
| VL
| 53.0
|}
|}


Line 63: Line 95:
<!-- enter variable description -->
<!-- enter variable description -->


====ArmorPulseTime====
====AmmoTextOffsetX====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


====BaseMaterial====
'''Default value:''' 125.0
'''Type:''' {{cl|Material}}


This holds the base material that will be displayed
====AmmoTextOffsetY====
'''Type:''' [[float]]


'''Default value:''' {{cl|Material}}'UI_HUD.HUD.M_UI_HUD_DamageDir'
<!-- enter variable description -->


====bCrosshairOnFriendly====
'''Default value:''' 3.0
'''Type:''' [[bool]]


If true, we will alter the crosshair when it's over a friendly
====ArmorBGCoords====
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}


====bCrosshairShow====
<!-- enter variable description -->
'''Type:''' [[bool]]


If true, we will allow Weapons to show their crosshairs
'''Default value:'''  
 
{| class="list defaults"
====bDisplayingPowerups====
! {{tl|TextureCoordinates||UIRoot structs|Member}}
'''Type:''' [[bool]]
! Value
 
|-
true while displaying powerups
| U
 
| 74.0
====bFadeOutHitEffect====
|-
'''Type:''' [[bool]]
| UL
| 117.0
|-
| V
| 69.0
|-
| VL
| 42.0
|}


whether we're currently fading out the hit effect
====ArmorBGOffsetX====
'''Type:''' [[float]]


====bGreenCrosshair====
position of the armor bg relative to overall lower left position
'''Type:''' [[bool]]


Make the crosshair green (found valid friendly
'''Default value:''' 65.0


====bHasLeaderboard====
====ArmorBGOffsetY====
'''Type:''' [[bool]]
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:''' True
'''Default value:''' 18.0
 
====ArmorIconX====
'''Type:''' [[float]]


====bHasMap====
position of the armor shield icon relative to the overall left position
'''Type:''' [[bool]]


<!-- enter variable description -->
'''Default value:''' 80.0


====bHudMessageRendered====
====ArmorIconY====
'''Type:''' [[bool]]
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


====bIsFirstPlayer====
'''Default value:''' 42.0
'''Type:''' [[bool]]
 
====ArmorPulseTime====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
====ArmorTextX====
'''Type:''' [[float]]


This will be true if this is the first player
position of the armor text relative to the overall left position


====bIsSplitscreen====
'''Default value:''' 160.0
'''Type:''' [[bool]]


This will be true if the hud is in splitscreen
====ArmorTextY====
'''Type:''' [[float]]


====BlackColor====
<!-- enter variable description -->
'''Type:''' {{tl|Color|Object|structs}}


'''[[Variables#Modifiers|Modifiers]]:''' const
'''Default value:''' 17.0


Various colors
====BaseMaterial====
'''Type:''' {{cl|Material}}


'''Default value:'''  
This holds the base material that will be displayed
{| class="list defaults"
 
! {{tl|Color||Object structs|Member}}
'''Default value:''' {{cl|Material}}'UI_HUD.HUD.M_UI_HUD_DamageDir'
! Value
|-
| A
| 255
|-
| B
| 0
|-
| G
| 0
|-
| R
| 0
|}


====BlueLinearColor====
====bCrosshairOnFriendly====
'''Type:''' {{tl|LinearColor|Object|structs}}
'''Type:''' [[bool]]


'''[[Variables#Modifiers|Modifiers]]:''' const
If true, we will alter the crosshair when it's over a friendly


<!-- enter variable description -->
====bCrosshairShow====
'''Type:''' [[bool]]


'''Default value:'''
If true, we will allow Weapons to show their crosshairs
{| class="list defaults"
! {{tl|LinearColor||Object structs|Member}}
! Value
|-
| A
| 0.8
|-
| B
| 10.0
|-
| G
| 0.8
|-
| R
| 0.5
|}


====bNoWeaponNumbers====
====bDisplayingPowerups====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
true while displaying powerups


====bOnlyShowWeaponBarIfChanging====
====bFadeOutHitEffect====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


'''[[Variables#Modifiers|Modifiers]]:''' config
whether we're currently fading out the hit effect


If true, only weapon bar if have pendingweapon
====bGreenCrosshair====
'''Type:''' [[bool]]


====BouncedWeapon====
Make the crosshair green (found valid friendly
'''Type:''' [[int]]
 
====bHasLeaderboard====
'''Type:''' [[bool]]


<!-- enter variable description -->
<!-- enter variable description -->


====BounceWeaponScale====
'''Default value:''' True
'''Type:''' [[float]]
 
====bHasMap====
'''Type:''' [[bool]]


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:''' 2.25
====bHudMessageRendered====
 
====bQuickPickMadeNewSelection====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


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


====bShowAllAI====
====bIsFirstPlayer====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


Debug flag to show AI information
This will be true if this is the first player


====bShowAllWeapons====
====bIsSplitscreen====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


'''[[Variables#Modifiers|Modifiers]]:''' config
This will be true if the hud is in splitscreen
 
====BlackBackgroundColor====
'''Type:''' {{tl|LinearColor|Object|structs}}


<!-- enter variable description -->
<!-- enter variable description -->


====bShowAmmo====
'''Default value:'''  
'''Type:''' [[bool]]
{| class="list defaults"
! {{tl|LinearColor||Object structs|Member}}
! Value
|-
| A
| 0.7
|-
| B
| 0.7
|-
| G
| 0.7
|-
| R
| 0.7
|}


'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
====BlackColor====
'''Type:''' {{tl|Color|Object|structs}}


<!-- enter variable description -->
'''[[Variables#Modifiers|Modifiers]]:''' const


'''Default value:''' True
Various colors


====bShowClock====
'''Default value:'''  
'''Type:''' [[bool]]
{| class="list defaults"
! {{tl|Color||Object structs|Member}}
! Value
|-
| A
| 255
|-
| B
| 0
|-
| G
| 0
|-
| R
| 0
|}


'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
====BlueLinearColor====
'''Type:''' {{tl|LinearColor|Object|structs}}


Widget Locations / Visibility flags
'''[[Variables#Modifiers|Modifiers]]:''' const
 
====bShowDoll====
'''Type:''' [[bool]]
 
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:''' True
'''Default value:'''  
{| class="list defaults"
! {{tl|LinearColor||Object structs|Member}}
! Value
|-
| A
| 0.8
|-
| B
| 10.0
|-
| G
| 0.8
|-
| R
| 0.5
|}


====bShowFragCount====
====bNoWeaponNumbers====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:''' True
====bOnlyShowWeaponBarIfChanging====
 
====bShowLeaderboard====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
'''[[Variables#Modifiers|Modifiers]]:''' config


====bShowMap====
If true, only weapon bar if have pendingweapon
'''Type:''' [[bool]]


'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
====BootHeight====
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:''' True
'''Default value:''' 26.0


====bShowOnlyAvailableWeapons====
====BootWidth====
'''Type:''' [[bool]]
'''Type:''' [[float]]


'''[[Variables#Modifiers|Modifiers]]:''' config
<!-- enter variable description -->


If true, only show available weapons on weapon bar
'''Default value:''' 54.0


====bShowPowerups====
====BootX====
'''Type:''' [[bool]]
'''Type:''' [[float]]


'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
Jump boot position relative to doll


<!-- enter variable description -->
'''Default value:''' 37.0


'''Default value:''' True
====BootY====
'''Type:''' [[float]]


====bShowQuickPick====
<!-- enter variable description -->
'''Type:''' [[bool]]


QuickPick Menu
'''Default value:''' 100.0


====bShowScoring====
====BouncedWeapon====
'''Type:''' [[bool]]
'''Type:''' [[int]]
 
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:''' True
====BounceWeaponScale====
'''Type:''' [[float]]


====bShowVehicle====
<!-- enter variable description -->
'''Type:''' [[bool]]


'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
'''Default value:''' 2.25


<!-- enter variable description -->
====bQuickPickMadeNewSelection====
'''Type:''' [[bool]]


'''Default value:''' True
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)


====bShowVehicleArmorCount====
====bShowAllAI====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
Debug flag to show AI information


====bShowWeaponbar====
====bShowAllWeapons====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


'''[[Variables#Modifiers|Modifiers]]:''' config
'''[[Variables#Modifiers|Modifiers]]:''' config


If true, weapon bar is never displayed
<!-- enter variable description -->


====CharPendingPRI====
====bShowAmmo====
'''Type:''' {{cl|UTPlayerReplicationInfo}}
'''Type:''' [[bool]]


Holds the PRI of who we want to switch to
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


====CharPortraitMaterial====
<!-- enter variable description -->
'''Type:''' {{cl|Material}}
 
'''Default value:''' True
 
====bShowClock====
'''Type:''' [[bool]]


The material used to display the portrait
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


'''Default value:''' {{cl|Material}}'UI_HUD.Materials.CharPortrait'
Widget Locations / Visibility flags


====CharPortraitMI====
====bShowDoll====
'''Type:''' {{cl|MaterialInstanceConstant}}
'''Type:''' [[bool]]


The MI that we will set
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


====CharPortraitSize====
<!-- enter variable description -->
'''Type:''' {{tl|Vector2D|Object|structs}}


How big at 1024x768 should this be
'''Default value:''' True


'''Default value:'''  
====bShowFragCount====
{| class="list defaults"
'''Type:''' [[bool]]
! {{tl|Vector2D||Object structs|Member}}
! Value
|-
| X
| 96.0
|-
| Y
| 120.0
|}


====CharPortraitSlideTime====
<!-- enter variable description -->
'''Type:''' [[float]]


Total Amount of time to display a portrait for
'''Default value:''' True


'''Default value:''' 2.0
====bShowLeaderboard====
'''Type:''' [[bool]]


====CharPortraitSlideTransitionTime====
<!-- enter variable description -->
'''Type:''' [[float]]


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


'''Default value:''' 0.175
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


====CharPortraitTime====
<!-- enter variable description -->
'''Type:''' [[float]]


How long until we are done
'''Default value:''' True


====CharPortraitXPerc====
====bShowOnlyAvailableWeapons====
'''Type:''' [[float]]
'''Type:''' [[bool]]


When sliding in, where should this image stop
'''[[Variables#Modifiers|Modifiers]]:''' config


'''Default value:''' 0.01
If true, only show available weapons on weapon bar


====CharPortraitYPerc====
====bShowPowerups====
'''Type:''' [[float]]
'''Type:''' [[bool]]


How far down the screen will it be rendered
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


'''Default value:''' 0.2
<!-- enter variable description -->


====CharPRI====
'''Default value:''' True
'''Type:''' {{cl|UTPlayerReplicationInfo}}


Holds the PRI of the person speak
====bShowQuickPick====
'''Type:''' [[bool]]


====ClockPosition====
QuickPick Menu
'''Type:''' {{tl|Vector2D|Object|structs}}
 
====bShowScoring====
'''Type:''' [[bool]]
 
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


<!-- enter variable description -->
<!-- enter variable description -->


====ConfiguredCrosshairScaling====
'''Default value:''' True
'''Type:''' [[float]]
 
====bShowVehicle====
'''Type:''' [[bool]]
 
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


Configurable crosshair scaling
<!-- enter variable description -->


'''Default value:''' 1.0
'''Default value:''' True


====ConsoleIconFont====
====bShowVehicleArmorCount====
'''Type:''' {{cl|Font}}
'''Type:''' [[bool]]


<!-- enter variable description -->
<!-- enter variable description -->


====ConsoleIconFontClassName====
====bShowWeaponbar====
'''Type:''' [[string]]
'''Type:''' [[bool]]


'''[[Variables#Modifiers|Modifiers]]:''' config
'''[[Variables#Modifiers|Modifiers]]:''' config


Holds a reference to the font to use for a given console
If true, weapon bar is never displayed


'''Default value:''' "UI_Fonts.Fonts.UI_Fonts_Xbox18"
====CharPendingPRI====
'''Type:''' {{cl|UTPlayerReplicationInfo}}


====CurrentWeaponScale====
Holds the PRI of who we want to switch to
'''Type:''' [[float]]


'''[[Static arrays|Array size]]:''' 10
====CharPortraitMaterial====
'''Type:''' {{cl|Material}}


<!-- enter variable description -->
The material used to display the portrait


'''Default value, index 0:''' 1.0
'''Default value:''' {{cl|Material}}'UI_HUD.Materials.CharPortrait'


'''Default value, index 1:''' 1.0
====CharPortraitMI====
'''Type:''' {{cl|MaterialInstanceConstant}}


'''Default value, index 2:''' 1.0
The MI that we will set


'''Default value, index 3:''' 1.0
====CharPortraitSize====
'''Type:''' {{tl|Vector2D|Object|structs}}


'''Default value, index 4:''' 1.0
How big at 1024x768 should this be


'''Default value, index 5:''' 1.0
'''Default value:'''  
{| class="list defaults"
! {{tl|Vector2D||Object structs|Member}}
! Value
|-
| X
| 96.0
|-
| Y
| 120.0
|}


'''Default value, index 6:''' 1.0
====CharPortraitSlideTime====
'''Type:''' [[float]]


'''Default value, index 7:''' 1.0
Total Amount of time to display a portrait for


'''Default value, index 8:''' 1.0
'''Default value:''' 2.0


'''Default value, index 9:''' 1.0
====CharPortraitSlideTransitionTime====
'''Type:''' [[float]]


====DamageData====
% of Total time to slide In/Out.  It will be used on both sides.  Ex.  If set to 0.25 then
'''Type:''' [[array]]<{{tl|DamageInfo||UTHUD}}>
the slide in will be 25% of the total time as will the slide out leaving 50% of the time settled
on screen. *


List of DamageInfos.
'''Default value:''' 0.175


====DamageIndicatorSize====
====CharPortraitTime====
'''Type:''' [[float]]
'''Type:''' [[float]]


'''[[Variables#Modifiers|Modifiers]]:''' globalconfig
How long until we are done


<!-- enter variable description -->
====CharPortraitXPerc====
'''Type:''' [[float]]


'''Default value:''' 384.0
When sliding in, where should this image stop


====DeadMessage====
'''Default value:''' 0.01
'''Type:''' [[string]]


'''[[Variables#Modifiers|Modifiers]]:''' localized
====CharPortraitYPerc====
'''Type:''' [[float]]


When you are dead
How far down the screen will it be rendered


'''Default value:''' "You have Died!"
'''Default value:''' 0.15


====DisplayedOrders====
====CharPRI====
'''Type:''' [[string]]
'''Type:''' {{cl|UTPlayerReplicationInfo}}


The orders to display when rendering the map
Holds the PRI of the person speak


====DMLinearColor====
====ClockPosition====
'''Type:''' {{tl|LinearColor|Object|structs}}
'''Type:''' {{tl|Vector2D|Object|structs}}


'''[[Variables#Modifiers|Modifiers]]:''' const
<!-- enter variable description -->


<!-- enter variable description -->
====ConfiguredCrosshairScaling====
'''Type:''' [[float]]


'''Default value:'''
Configurable crosshair scaling
{| class="list defaults"
! {{tl|LinearColor||Object structs|Member}}
! Value
|-
| A
| 0.5
|-
| B
| 0.5
|-
| G
| 2.0
|-
| R
| 4.0
|}


====DollPosition====
====ConsoleIconFont====
'''Type:''' {{tl|Vector2D|Object|structs}}
'''Type:''' {{cl|Font}}


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:'''  
====ConsoleIconFontClassName====
{| class="list defaults"
'''Type:''' [[string]]
! {{tl|Vector2D||Object structs|Member}}
 
! Value
'''[[Variables#Modifiers|Modifiers]]:''' config
|-
| X
| 0.0
|-
| Y
| -1.0
|}


====DollVisibility====
Holds a reference to the font to use for a given console
'''Type:''' [[float]]


<!-- enter variable description -->
'''Default value:''' "UI_Fonts.Fonts.UI_Fonts_Xbox18"


====EmptyWeaponAlpha====
====CurrentWeaponScale====
'''Type:''' [[float]]
'''Type:''' [[float]]
'''[[Static arrays|Array size]]:''' 10


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:''' 0.4
'''Default value, index 0:''' 1.0


====FadeParamName====
'''Default value, index 1:''' 1.0
'''Type:''' [[name]]
 
'''Default value, index 2:''' 1.0


Name of the material parameter that controls the fade
'''Default value, index 3:''' 1.0


'''Default value:''' 'DamageDirectionAlpha'
'''Default value, index 4:''' 1.0


====FadeTime====
'''Default value, index 5:''' 1.0
'''Type:''' [[float]]


How fast should it fade out
'''Default value, index 6:''' 1.0


'''Default value:''' 0.5
'''Default value, index 7:''' 1.0


====FireToRespawnMessage====
'''Default value, index 8:''' 1.0
'''Type:''' [[string]]


'''[[Variables#Modifiers|Modifiers]]:''' localized
'''Default value, index 9:''' 1.0


Press [Fire] to Respawn
====DamageData====
'''Type:''' [[array]]<{{tl|DamageInfo||UTHUD}}>


'''Default value:''' "Press [FIRE] to respawn"
List of DamageInfos.


====FragPulseTime====
====DamageIndicatorSize====
'''Type:''' [[float]]
'''Type:''' [[float]]
'''[[Variables#Modifiers|Modifiers]]:''' globalconfig


<!-- enter variable description -->
<!-- enter variable description -->


====FullHeight====
'''Default value:''' 384.0
'''Type:''' [[float]]


Holds the full width and height of the viewport
====DeadMessage====
'''Type:''' [[string]]


====FullWidth====
'''[[Variables#Modifiers|Modifiers]]:''' localized
'''Type:''' [[float]]


Holds the full width and height of the viewport
When you are dead


====GlowFonts====
'''Default value:''' "You have Died!"
'''Type:''' {{cl|Font}}


'''[[Static arrays|Array size]]:''' 2
====DisplayedOrders====
'''Type:''' [[string]]


Glowing Fonts
The orders to display when rendering the map


'''Default value, index 0:''' {{cl|Font}}'UI_Fonts_Final.HUD.F_GlowPrimary'
====DMLinearColor====
'''Type:''' {{tl|LinearColor|Object|structs}}


'''Default value, index 1:''' {{cl|Font}}'UI_Fonts_Final.HUD.F_GlowSecondary'
'''[[Variables#Modifiers|Modifiers]]:''' const


====GoldColor====
<!-- enter variable description -->
'''Type:''' {{tl|Color|Object|structs}}
 
'''[[Variables#Modifiers|Modifiers]]:''' const
 
Various colors


'''Default value:'''  
'''Default value:'''  
{| class="list defaults"
{| class="list defaults"
! {{tl|Color||Object structs|Member}}
! {{tl|LinearColor||Object structs|Member}}
! Value
! Value
|-
|-
| A
| A
| 255
| 0.5
|-
|-
| B
| B
| 11
| 1.0
|-
|-
| G
| G
| 183
| 1.0
|-
|-
| R
| R
| 255
| 1.0
|}
|}


====GoldLinearColor====
====DollHeight====
'''Type:''' {{tl|LinearColor|Object|structs}}
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 109.0
 
====DollOffsetX====
'''Type:''' [[float]]
 
position of the armor bg relative to overall lower left position
 
'''Default value:''' 35.0


'''[[Variables#Modifiers|Modifiers]]:''' const
====DollOffsetY====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 58.0
 
====DollPosition====
'''Type:''' {{tl|Vector2D|Object|structs}}


<!-- enter variable description -->
<!-- enter variable description -->
Line 608: Line 684:
'''Default value:'''  
'''Default value:'''  
{| class="list defaults"
{| class="list defaults"
! {{tl|LinearColor||Object structs|Member}}
! {{tl|Vector2D||Object structs|Member}}
! Value
! Value
|-
|-
| A
| X
| 1.0
|-
| B
| 0.0
| 0.0
|-
|-
| G
| Y
| 1.0
| -1.0
|-
| R
| 1.0
|}
|}


====GrayColor====
====DollVisibility====
'''Type:''' {{tl|Color|Object|structs}}
'''Type:''' [[float]]
 
'''[[Variables#Modifiers|Modifiers]]:''' const


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:'''  
====DollWidth====
{| class="list defaults"
'''Type:''' [[float]]
! {{tl|Color||Object structs|Member}}
 
! Value
<!-- enter variable description -->
|-
 
| A
'''Default value:''' 56.0
| 192
|-
| B
| 160
|-
| G
| 160
|-
| R
| 160
|}


====HealthPulseTime====
====EmptyWeaponAlpha====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


====HitEffect====
'''Default value:''' 0.4
'''Type:''' {{cl|MaterialEffect}}


reference to the hit effect
====FadeParamName====
 
'''Type:''' [[name]]
====HitEffectFadeTime====
'''Type:''' [[float]]


the amount the time it takes to fade the hit effect from the maximum values (default.HitEffectFadeTime is max)
Name of the material parameter that controls the fade


'''Default value:''' 0.5
'''Default value:''' 'DamageDirectionAlpha'


====HitEffectIntensity====
====FadeTime====
'''Type:''' [[float]]
'''Type:''' [[float]]


current hit effect intensity (default.HitEffectIntensity is max)
How fast should it fade out


'''Default value:''' 0.25
'''Default value:''' 0.5


====HitEffectMaterialInstance====
====FireToRespawnMessage====
'''Type:''' {{cl|MaterialInstanceConstant}}
'''Type:''' [[string]]


'''[[Variables#Modifiers|Modifiers]]:''' transient
'''[[Variables#Modifiers|Modifiers]]:''' localized


material instance for the hit effect
Press [Fire] to Respawn


====HudFonts====
'''Default value:''' "Press [FIRE] to respawn"
'''Type:''' [[array]]<{{cl|Font}}>


A collection of fonts used in the hud
====FragPulseTime====
'''Type:''' [[float]]


'''Default value, index 0:''' {{cl|MultiFont}}'UI_Fonts_Final.HUD.MF_Small'
<!-- enter variable description -->


'''Default value, index 1:''' {{cl|MultiFont}}'UI_Fonts_Final.HUD.MF_Medium'
====FullHeight====
'''Type:''' [[float]]


'''Default value, index 2:''' {{cl|MultiFont}}'UI_Fonts_Final.HUD.MF_Large'
Holds the full width and height of the viewport


'''Default value, index 3:''' {{cl|MultiFont}}'UI_Fonts_Final.HUD.MF_Huge'
====FullWidth====
 
====HUDScaleX====
'''Type:''' [[float]]
'''Type:''' [[float]]


Resolution dependent HUD scaling factor
Holds the full width and height of the viewport


====HUDScaleY====
====GlowFonts====
'''Type:''' [[float]]
'''Type:''' {{cl|Font}}


Resolution dependent HUD scaling factor
'''[[Static arrays|Array size]]:''' 2


====IconHudTexture====
Glowing Fonts
'''Type:''' {{cl|Texture2D}}


<!-- enter variable description -->
'''Default value, index 0:''' {{cl|Font}}'UI_Fonts_Final.HUD.F_GlowPrimary'


'''Default value:''' {{cl|Texture2D}}'UI_HUD.HUD.UI_HUD_BaseB'
'''Default value, index 1:''' {{cl|Font}}'UI_Fonts_Final.HUD.F_GlowSecondary'


====LastAmmoCount====
====GoldColor====
'''Type:''' [[int]]
'''Type:''' {{tl|Color|Object|structs}}


<!-- enter variable description -->
'''[[Variables#Modifiers|Modifiers]]:''' const


====LastAmmoPickupTime====
Various colors
'''Type:''' [[float]]


used to pulse the scaled of several hud elements
'''Default value:'''
{| class="list defaults"
! {{tl|Color||Object structs|Member}}
! Value
|-
| A
| 255
|-
| B
| 11
|-
| G
| 183
|-
| R
| 255
|}


====LastArmorAmount====
====GoldLinearColor====
'''Type:''' [[int]]
'''Type:''' {{tl|LinearColor|Object|structs}}


<!-- enter variable description -->
'''[[Variables#Modifiers|Modifiers]]:''' const
 
====LastArmorPickupTime====
'''Type:''' [[float]]
 
used to pulse the scaled of several hud elements
 
====LastDollUpdate====
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


====LastFragCount====
'''Default value:'''  
'''Type:''' [[int]]
{| class="list defaults"
 
! {{tl|LinearColor||Object structs|Member}}
<!-- enter variable description -->
! Value
 
|-
====LastHealth====
| A
'''Type:''' [[int]]
| 1.0
|-
| B
| 0.0
|-
| G
| 1.0
|-
| R
| 1.0
|}


<!-- enter variable description -->
====GrayColor====
'''Type:''' {{tl|Color|Object|structs}}


====LastHealthPickupTime====
'''[[Variables#Modifiers|Modifiers]]:''' const
'''Type:''' [[float]]
 
used to pulse the scaled of several hud elements
 
====LastHUDUpdateTime====
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


====LastPickupTime====
'''Default value:'''  
'''Type:''' [[float]]
{| class="list defaults"
! {{tl|Color||Object structs|Member}}
! Value
|-
| A
| 192
|-
| B
| 160
|-
| G
| 160
|-
| R
| 160
|}


used to pulse the scaled of several hud elements
====HealthBGCoords====
 
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}
====LastSelectedWeapon====
'''Type:''' {{cl|Weapon}}


<!-- enter variable description -->
<!-- enter variable description -->


====LastTimeTooltipDrawn====
'''Default value:'''
'''Type:''' [[float]]
{| class="list defaults"
 
! {{tl|TextureCoordinates||UIRoot structs|Member}}
<!-- enter variable description -->
! Value
|-
| U
| 73.0
|-
| UL
| 143.0
|-
| V
| 111.0
|-
| VL
| 57.0
|}
 
====HealthBGOffsetX====
'''Type:''' [[float]]


====LastWeapon====
position of the health bg relative to overall lower left position
'''Type:''' {{cl|UTWeapon}}
 
'''Default value:''' 65.0
 
====HealthBGOffsetY====
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


====LastWeaponBarDrawnTime====
'''Default value:''' 59.0
 
====HealthIconX====
'''Type:''' [[float]]
 
position of the health + icon relative to the overall left position
 
'''Default value:''' 80.0
 
====HealthIconY====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


====LC_White====
'''Default value:''' 88.0
'''Type:''' {{tl|LinearColor|Object|structs}}


'''[[Variables#Modifiers|Modifiers]]:''' const
====HealthOffsetX====
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:'''  
'''Default value:''' 65.0
{| class="list defaults"
 
! {{tl|LinearColor||Object structs|Member}}
====HealthPulseTime====
! Value
'''Type:''' [[float]]
|-
 
| A
<!-- enter variable description -->
| 1.0
|-
| B
| 1.0
|-
| G
| 1.0
|-
| R
| 1.0
|}


====LightGoldColor====
====HealthTextX====
'''Type:''' {{tl|Color|Object|structs}}
'''Type:''' [[float]]


'''[[Variables#Modifiers|Modifiers]]:''' const
position of the health text relative to the overall left position


<!-- enter variable description -->
'''Default value:''' 185.0


'''Default value:'''  
====HealthTextY====
{| class="list defaults"
'''Type:''' [[float]]
! {{tl|Color||Object structs|Member}}
 
! Value
<!-- enter variable description -->
|-
| A
| 255
|-
| B
| 128
|-
| G
| 255
|-
| R
| 255
|}


====LightGreenColor====
'''Default value:''' 55.0
'''Type:''' {{tl|Color|Object|structs}}


'''[[Variables#Modifiers|Modifiers]]:''' const
====HelmetHeight====
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:'''  
'''Default value:''' 25.0
{| class="list defaults"
 
! {{tl|Color||Object structs|Member}}
====HelmetWidth====
! Value
'''Type:''' [[float]]
|-
| A
| 255
|-
| B
| 128
|-
| G
| 255
|-
| R
| 128
|}


====MapBackground====
<!-- enter variable description -->
'''Type:''' {{cl|Texture2D}}


The background texture for the map
'''Default value:''' 22.0


====MapDefaultSize====
====HelmetX====
'''Type:''' [[float]]
'''Type:''' [[float]]


'''[[Variables#Modifiers|Modifiers]]:''' config
Helmet armor position relative to doll


Holds the default size in pixels at 1024x768 of the map
'''Default value:''' 36.0


'''Default value:''' 255.0
====HelmetY====
 
'''Type:''' [[float]]
====MapPosition====
 
'''Type:''' {{tl|Vector2D|Object|structs}}
<!-- enter variable description -->
 
'''Default value:''' 13.0
 
====HeroMeterHeight====
'''Type:''' [[float]]
 
height of the hero meter
 
'''Default value:''' 65.0
 
====HeroMeterOffsetX====
'''Type:''' [[float]]
 
offset from ammo count in X
 
'''Default value:''' 1.0
 
====HeroMeterOffsetY====
'''Type:''' [[float]]
 
offset from ammo count in Y
 
'''Default value:''' 52.0
 
====HeroMeterOverlayTexCoords====
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}


<!-- enter variable description -->
<!-- enter variable description -->
Line 876: Line 970:
'''Default value:'''  
'''Default value:'''  
{| class="list defaults"
{| class="list defaults"
! {{tl|Vector2D||Object structs|Member}}
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
! Value
|-
|-
| X
| U
| 0.99
| 6.0
|-
| UL
| 95.0
|-
|-
| Y
| V
| 0.05
| 74.0
|-
| VL
| 65.0
|}
|}


====MaxHitEffectColor====
====HeroMeterTexCoords====
'''Type:''' {{tl|LinearColor|Object|structs}}
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}


maximum hit effect color
<!-- enter variable description -->


'''Default value:'''  
'''Default value:'''  
{| class="list defaults"
{| class="list defaults"
! {{tl|LinearColor||Object structs|Member}}
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
! Value
|-
|-
| A
| U
| 1.0
| 6.0
|-
|-
| B
| UL
| -1.0
| 95.0
|-
|-
| G
| V
| -1.0
| 8.0
|-
|-
| R
| VL
| 2.0
| 65.0
|}
|}


====MaxNoOfIndicators====
====HeroMeterVehicleOffsetX====
'''Type:''' [[int]]
'''Type:''' [[float]]


Holds the Max. # of indicators to be shown
offset when in a vehicle


'''Default value:''' 3
'''Default value:''' 93.0


====MessageOffset====
====HeroMeterVehicleOffsetY====
'''Type:''' [[float]]
'''Type:''' [[float]]


'''[[Static arrays|Array size]]:''' 7
offset when in a vehicle


Y offsets for local message areas - value above 1 = special position in right top corner of HUD
'''Default value:''' 53.0


'''Default value, index 0:''' 0.15
====HeroMeterWidth====
'''Type:''' [[float]]


'''Default value, index 1:''' 0.242
width of the hero meter


'''Default value, index 2:''' 0.36
'''Default value:''' 95.0


'''Default value, index 3:''' 0.58
====HeroPointOffX====
'''Type:''' [[float]]


'''Default value, index 4:''' 0.78
offset of point count in X


'''Default value, index 5:''' 0.83
'''Default value:''' 20.0


'''Default value, index 6:''' 2.0
====HeroPointOffY====
'''Type:''' [[float]]


====MOTDSceneTemplate====
offset of point count in Y
'''Type:''' {{cl|UTUIScene_MOTD}}


MOTD
'''Default value:''' 8.0


====MusicManagerClass====
====HeroToolTipIconCoords====
'''Type:''' [[class]]<{{cl|UTMusicManager}}>
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}


class of dynamic music manager used with this hud/gametype
Coordinates for the hero tooltip textures


'''Default value:''' [[Types#Class|Class]]'{{cl|UTMusicManager|UTGame}}'
'''Default value:'''  
 
{| class="list defaults"
====OffWeaponAlpha====
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
|-
| U
| 136.0
|-
| UL
| 81.0
|-
| V
| 11.0
|-
| VL
| 74.0
|}
 
====HeroTooltipTimeStamp====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
Time when the tooltip started to display
 
====HitEffect====
'''Type:''' {{cl|MaterialEffect}}


'''Default value:''' 0.5
reference to the hit effect


====OrderUpdateTime====
====HitEffectFadeTime====
'''Type:''' [[float]]
'''Type:''' [[float]]


last time at which displayedorders was updated
the amount the time it takes to fade the hit effect from the maximum values (default.HitEffectFadeTime is max)


====PawnOwner====
'''Default value:''' 0.5
'''Type:''' {{cl|Pawn}}


The Pawn that is currently owning this hud
====HitEffectIntensity====
'''Type:''' [[float]]


====PlaceMarks====
current hit effect intensity (default.HitEffectIntensity is max)
'''Type:''' [[string]]


'''[[Static arrays|Array size]]:''' 4
'''Default value:''' 0.25


'''[[Variables#Modifiers|Modifiers]]:''' localized
====HitEffectMaterialInstance====
'''Type:''' {{cl|MaterialInstanceConstant}}


<!-- enter variable description -->
'''[[Variables#Modifiers|Modifiers]]:''' transient


'''Default value, index 0:''' "st"
material instance for the hit effect


'''Default value, index 1:''' "nd"
====HudFonts====
'''Type:''' [[array]]<{{cl|Font}}>


'''Default value, index 2:''' "rd"
A collection of fonts used in the hud


'''Default value, index 3:''' "th"
'''Default value, index 0:''' {{cl|MultiFont}}'UI_Fonts_Final.HUD.MF_Small'


====PositionalParamName====
'''Default value, index 1:''' {{cl|MultiFont}}'UI_Fonts_Final.HUD.MF_Medium'
'''Type:''' [[name]]


Name of the material parameter that controls the position
'''Default value, index 2:''' {{cl|MultiFont}}'UI_Fonts_Final.HUD.MF_Large'


'''Default value:''' 'DamageDirectionRotation'
'''Default value, index 3:''' {{cl|MultiFont}}'UI_Fonts_Final.HUD.MF_Huge'


====PostRenderedActors====
====HUDScaleX====
'''Type:''' [[array]]<{{cl|Actor}}>
'''Type:''' [[float]]


Holds a list of Actors that need PostRender calls
Resolution dependent HUD scaling factor


====PowerupDims====
====HUDScaleY====
'''Type:''' {{tl|Vector2D|Object|structs}}
'''Type:''' [[float]]


<!-- enter variable description -->
Resolution dependent HUD scaling factor


====PowerupTransitionTime====
====IconHudTexture====
'''Type:''' [[float]]
'''Type:''' {{cl|Texture2D}}


How long to fade
'''[[Variables#Modifiers|Modifiers]]:''' const
 
====PowerupYPos====
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:''' 0.75
'''Default value:''' {{cl|Texture2D}}'UI_HUD.HUD.UI_HUD_BaseB'


====PressFireToBegin====
====LastAmmoCount====
'''Type:''' [[string]]
'''Type:''' [[int]]


'''[[Variables#Modifiers|Modifiers]]:''' localized
<!-- enter variable description -->


Press [Fire] to begin
====LastAmmoPickupTime====
'''Type:''' [[float]]


'''Default value:''' "Press [FIRE] to Begin..."
used to pulse the scaled of several hud elements


====PulseDuration====
====LastArmorAmount====
'''Type:''' [[float]]
'''Type:''' [[int]]


How long should the pulse take total
<!-- enter variable description -->


'''Default value:''' 0.33
====LastArmorPickupTime====
 
====PulseMultiplier====
'''Type:''' [[float]]
'''Type:''' [[float]]


How much should the text pulse - NOTE this will be added to 1.0 (so PulseMultipler 0.5 = 1.5)
used to pulse the scaled of several hud elements


'''Default value:''' 0.5
====LastDollUpdate====
 
====PulseSplit====
'''Type:''' [[float]]
'''Type:''' [[float]]


When should the pulse switch from Out to in
<!-- enter variable description -->


'''Default value:''' 0.25
====LastFragCount====
'''Type:''' [[int]]


====QuickPickBkgCoords====
<!-- enter variable description -->
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}
 
====LastHealth====
'''Type:''' [[int]]


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:'''  
====LastHealthPickupTime====
{| class="list defaults"
'''Type:''' [[float]]
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
|-
| U
| 459.0
|-
| UL
| 69.0
|-
| V
| 148.0
|-
| VL
| 49.0
|}


====QuickPickBkgImage====
used to pulse the scaled of several hud elements
'''Type:''' {{cl|Texture2D}}
 
====LastHeroBump====
'''Type:''' [[int]]


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:''' {{cl|Texture2D}}'UI_HUD.HUD.UI_HUD_BaseA'
====LastHeroScoreBumpTime====
'''Type:''' [[float]]
 
<!-- enter variable description -->


====QuickPickCircleCoords====
====LastHUDUpdateTime====
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:'''  
====LastPickupTime====
{| class="list defaults"
'''Type:''' [[float]]
! {{tl|TextureCoordinates||UIRoot structs|Member}}
 
! Value
used to pulse the scaled of several hud elements
|-
 
| U
====LastSelectedWeapon====
| 18.0
'''Type:''' {{cl|Weapon}}
|-
 
| UL
| 128.0
|-
| V
| 367.0
|-
| VL
| 128.0
|}
 
====QuickPickCircleImage====
'''Type:''' {{cl|Texture2D}}
 
<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:''' {{cl|Texture2D}}'UI_HUD.HUD.UI_HUD_BaseB'
====LastTimeTooltipDrawn====
 
'''Type:''' [[float]]
====QuickPickClasses====
'''Type:''' [[array]]<{{cl|UTWeapon}}>


<!-- enter variable description -->
<!-- enter variable description -->


====QuickPickCurrentSelection====
====LastWeapon====
'''Type:''' [[int]]
'''Type:''' {{cl|UTWeapon}}


<!-- enter variable description -->
<!-- enter variable description -->


====QuickPickDeltaAngle====
====LastWeaponBarDrawnTime====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


====QuickPickNumCells====
====LC_White====
'''Type:''' [[int]]
'''Type:''' {{tl|LinearColor|Object|structs}}


<!-- enter variable description -->
'''[[Variables#Modifiers|Modifiers]]:''' const
 
====QuickPickRadius====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 160.0
 
====QuickPickSelCoords====
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}


<!-- enter variable description -->
<!-- enter variable description -->
Line 1,136: Line 1,219:
'''Default value:'''  
'''Default value:'''  
{| class="list defaults"
{| class="list defaults"
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! {{tl|LinearColor||Object structs|Member}}
! Value
! Value
|-
|-
| U
| A
| 459.0
| 1.0
|-
|-
| UL
| B
| 69.0
| 1.0
|-
|-
| V
| G
| 248.0
| 1.0
|-
|-
| VL
| R
| 49.0
| 1.0
|}
|}


====QuickPickSelImage====
====LightGoldColor====
'''Type:''' {{cl|Texture2D}}
'''Type:''' {{tl|Color|Object|structs}}
 
<!-- enter variable description -->
 
'''Default value:''' {{cl|Texture2D}}'UI_HUD.HUD.UI_HUD_BaseA'
 
====QuickPickTarget====
'''Type:''' {{cl|Pawn}}
 
<!-- enter variable description -->
 
====RedLinearColor====
'''Type:''' {{tl|LinearColor|Object|structs}}


'''[[Variables#Modifiers|Modifiers]]:''' const
'''[[Variables#Modifiers|Modifiers]]:''' const
Line 1,173: Line 1,244:
'''Default value:'''  
'''Default value:'''  
{| class="list defaults"
{| class="list defaults"
! {{tl|LinearColor||Object structs|Member}}
! {{tl|Color||Object structs|Member}}
! Value
! Value
|-
|-
| A
| A
| 0.8
| 255
|-
|-
| B
| B
| 0.05
| 128
|-
|-
| G
| G
| 0.0
| 255
|-
|-
| R
| R
| 3.0
| 255
|}
|}


====ResolutionScale====
====LightGreenColor====
'''Type:''' [[float]]
'''Type:''' {{tl|Color|Object|structs}}


Holds the scaling factor given the current resolution.  This is calculated in PostRender()
'''[[Variables#Modifiers|Modifiers]]:''' const


====ResolutionScaleX====
<!-- enter variable description -->
'''Type:''' [[float]]


Holds the scaling factor given the current resolution.  This is calculated in PostRender()
'''Default value:'''
 
{| class="list defaults"
====SafeRegionPct====
! {{tl|Color||Object structs|Member}}
'''Type:''' [[float]]
! Value
 
|-
'''[[Variables#Modifiers|Modifiers]]:''' config
| A
 
| 255
The percentage of the view that should be considered safe
|-
| B
| 128
|-
| G
| 255
|-
| R
| 128
|}
 
====MapBackground====
'''Type:''' {{cl|Texture2D}}
 
The background texture for the map


'''Default value:''' 1.0
====MapDefaultSize====
'''Type:''' [[float]]


====ScoreboardSceneTemplate====
'''[[Variables#Modifiers|Modifiers]]:''' config
'''Type:''' {{cl|UTUIScene_Scoreboard}}


The Scoreboard.
Holds the default size in pixels at 1024x768 of the map


'''Default value:''' {{cl|Scoreboard_DM}}'UI_Scenes_Scoreboards.sbDM'
'''Default value:''' 255.0


====ScoringPosition====
====MapPosition====
'''Type:''' {{tl|Vector2D|Object|structs}}
'''Type:''' {{tl|Vector2D|Object|structs}}


Line 1,226: Line 1,310:
|-
|-
| X
| X
| -1.0
| 0.99
|-
|-
| Y
| Y
| 0.0
| 0.05
|}
|}


====SelectedBoxScale====
====MaxHitEffectColor====
'''Type:''' [[float]]
'''Type:''' {{tl|LinearColor|Object|structs}}


<!-- enter variable description -->
maximum hit effect color


'''Default value:''' 1.0
'''Default value:'''  
 
{| class="list defaults"
====SelectedWeaponAlpha====
! {{tl|LinearColor||Object structs|Member}}
'''Type:''' [[float]]
! Value
 
|-
<!-- enter variable description -->
| A
 
| 1.0
'''Default value:''' 1.0
|-
| B
| -1.0
|-
| G
| -1.0
|-
| R
| 2.0
|}


====SelectedWeaponAmmoOffsetX====
====MaxNoOfIndicators====
'''Type:''' [[float]]
'''Type:''' [[int]]


<!-- enter variable description -->
Holds the Max. # of indicators to be shown


'''Default value:''' 110.0
'''Default value:''' 3


====SelectedWeaponScale====
====MessageOffset====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
'''[[Static arrays|Array size]]:''' 7


'''Default value:''' 1.5
Y offsets for local message areas - value above 1 = special position in right top corner of HUD


====SpectatorMessage====
'''Default value, index 0:''' 0.15
'''Type:''' [[string]]


'''[[Variables#Modifiers|Modifiers]]:''' localized
'''Default value, index 1:''' 0.242


When you are a spectator
'''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:''' "Spectator"
'''Default value, index 6:''' 2.0


====TalkingTexture====
====MOTDSceneTemplate====
'''Type:''' {{cl|Texture2D}}
'''Type:''' {{cl|UTUIScene_MOTD}}


<!-- enter variable description -->
MOTD


'''Default value:''' {{cl|Texture2D}}'PS3Patch.Talking'
====MusicManagerClass====
'''Type:''' [[class]]<{{cl|UTMusicManager}}>


====TeamColor====
class of dynamic music manager used with this hud/gametype
'''Type:''' {{tl|Color|Object|structs}}


<!-- enter variable description -->
'''Default value:''' [[Types#Class|Class]]'{{cl|UTMusicManager|UTGame}}'


====TeamHUDColor====
====NameplateBubble====
'''Type:''' {{tl|LinearColor|Object|structs}}
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}


<!-- enter variable description -->
<!-- enter variable description -->
Line 1,288: Line 1,386:
'''Default value:'''  
'''Default value:'''  
{| class="list defaults"
{| class="list defaults"
! {{tl|LinearColor||Object structs|Member}}
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
! Value
|-
|-
| A
| U
| 1.0
| 243.0
|-
|-
| B
| UL
| 0.0
| 26.0
|-
|-
| G
| V
| 0.0
| 11.0
|-
|-
| R
| VL
| 0.0
| 35.0
|}
|}


====TeamTextColor====
====NameplateBubbleWidth====
'''Type:''' {{tl|Color|Object|structs}}
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


====THeight====
'''Default value:''' 15.0
'''Type:''' [[float]]


Misc vars used for laying out the hud
====NameplateCenter====
 
====ToolTipSepCoords====
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}


Line 1,325: Line 1,420:
|-
|-
| U
| U
| 260.0
| 238.0
|-
|-
| UL
| UL
| 29.0
| 5.0
|-
|-
| V
| V
| 379.0
| 11.0
|-
|-
| VL
| VL
| 27.0
| 35.0
|}
|}


====TX====
====NameplateLeft====
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}
 
Coordinates of the nameplate background
 
'''Default value:'''
{| class="list defaults"
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
|-
| U
| 224.0
|-
| UL
| 14.0
|-
| V
| 11.0
|-
| VL
| 35.0
|}
 
====NameplateRight====
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}
 
<!-- enter variable description -->
 
'''Default value:'''
{| class="list defaults"
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
|-
| U
| 275.0
|-
| UL
| 14.0
|-
| V
| 11.0
|-
| VL
| 35.0
|}
 
====NameplateWidth====
'''Type:''' [[float]]
 
width of background on either side of the nameplate
 
'''Default value:''' 8.0
 
====OffWeaponAlpha====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 0.5
 
====OldHeroScore====
'''Type:''' [[float]]
 
Hero meter display
 
====OrderUpdateTime====
'''Type:''' [[float]]
 
last time at which displayedorders was updated
 
====PawnDollBGCoords====
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}
 
<!-- enter variable description -->
 
'''Default value:'''
{| class="list defaults"
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
|-
| U
| 9.0
|-
| UL
| 65.0
|-
| V
| 52.0
|-
| VL
| 116.0
|}
 
====PawnOwner====
'''Type:''' {{cl|Pawn}}
 
The Pawn that is currently owning this hud
 
====PlaceMarks====
'''Type:''' [[string]]
 
'''[[Static arrays|Array size]]:''' 4
 
'''[[Variables#Modifiers|Modifiers]]:''' localized
 
<!-- enter variable description -->
 
'''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]]<{{cl|Actor}}>
 
Holds a list of Actors that need PostRender calls
 
====PowerupDims====
'''Type:''' {{tl|Vector2D|Object|structs}}
 
<!-- enter variable description -->
 
====PowerupTransitionTime====
'''Type:''' [[float]]
 
How long to fade
 
====PowerupYPos====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 0.75
 
====PressFireToBegin====
'''Type:''' [[string]]
 
'''[[Variables#Modifiers|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:''' {{tl|TextureCoordinates|UIRoot|structs}}
 
<!-- enter variable description -->
 
'''Default value:'''
{| class="list defaults"
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
|-
| U
| 459.0
|-
| UL
| 69.0
|-
| V
| 148.0
|-
| VL
| 49.0
|}
 
====QuickPickBkgImage====
'''Type:''' {{cl|Texture2D}}
 
<!-- enter variable description -->
 
'''Default value:''' {{cl|Texture2D}}'UI_HUD.HUD.UI_HUD_BaseA'
 
====QuickPickCircleCoords====
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}
 
<!-- enter variable description -->
 
'''Default value:'''
{| class="list defaults"
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
|-
| U
| 18.0
|-
| UL
| 128.0
|-
| V
| 367.0
|-
| VL
| 128.0
|}
 
====QuickPickCircleImage====
'''Type:''' {{cl|Texture2D}}
 
<!-- enter variable description -->
 
'''Default value:''' {{cl|Texture2D}}'UI_HUD.HUD.UI_HUD_BaseB'
 
====QuickPickClasses====
'''Type:''' [[array]]<{{cl|UTWeapon}}>
 
<!-- enter variable description -->
 
====QuickPickCurrentSelection====
'''Type:''' [[int]]
 
<!-- enter variable description -->
 
====QuickPickDeltaAngle====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
====QuickPickNumCells====
'''Type:''' [[int]]
 
<!-- enter variable description -->
 
====QuickPickRadius====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 160.0
 
====QuickPickSelCoords====
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}
 
<!-- enter variable description -->
 
'''Default value:'''
{| class="list defaults"
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
|-
| U
| 459.0
|-
| UL
| 69.0
|-
| V
| 248.0
|-
| VL
| 49.0
|}
 
====QuickPickSelImage====
'''Type:''' {{cl|Texture2D}}
 
<!-- enter variable description -->
 
'''Default value:''' {{cl|Texture2D}}'UI_HUD.HUD.UI_HUD_BaseA'
 
====QuickPickTarget====
'''Type:''' {{cl|Pawn}}
 
<!-- enter variable description -->
 
====QuickPickWaveForm====
'''Type:''' {{cl|ForceFeedbackWaveform}}
 
controller rumble to play when switching weapons.
 
'''Default value:''' {{cl|ForceFeedbackWaveform}}'UTGame.Default__UTHUD:ForceFeedbackWaveformQuickPick'
 
====RedLinearColor====
'''Type:''' {{tl|LinearColor|Object|structs}}
 
'''[[Variables#Modifiers|Modifiers]]:''' const
 
<!-- enter variable description -->
 
'''Default value:'''
{| class="list defaults"
! {{tl|LinearColor||Object structs|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]]
 
'''[[Variables#Modifiers|Modifiers]]:''' config
 
The percentage of the view that should be considered safe
 
'''Default value:''' 1.0
 
====ScoreboardSceneTemplate====
'''Type:''' {{cl|UTUIScene_Scoreboard}}
 
The Scoreboard.
 
'''Default value:''' {{cl|Scoreboard_DM}}'UI_Scenes_Scoreboards.sbDM'
 
====ScoringPosition====
'''Type:''' {{tl|Vector2D|Object|structs}}
 
<!-- enter variable description -->
 
'''Default value:'''
{| class="list defaults"
! {{tl|Vector2D||Object structs|Member}}
! Value
|-
| X
| -1.0
|-
| Y
| 0.0
|}
 
====SelectedBoxScale====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 1.0
 
====SelectedWeaponAlpha====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 1.0
 
====SelectedWeaponAmmoOffsetX====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 110.0
 
====SelectedWeaponScale====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 1.5
 
====SilverLinearColor====
'''Type:''' {{tl|LinearColor|Object|structs}}
 
'''[[Variables#Modifiers|Modifiers]]:''' const
 
<!-- enter variable description -->
 
'''Default value:'''
{| class="list defaults"
! {{tl|LinearColor||Object structs|Member}}
! Value
|-
| A
| 1.0
|-
| B
| 0.75
|-
| G
| 0.75
|-
| R
| 0.75
|}
 
====SpectatorMessage====
'''Type:''' [[string]]
 
'''[[Variables#Modifiers|Modifiers]]:''' localized
 
When you are a spectator
 
'''Default value:''' "Spectator"
 
====TalkingTexture====
'''Type:''' {{cl|Texture2D}}
 
'''[[Variables#Modifiers|Modifiers]]:''' const
 
<!-- enter variable description -->
 
'''Default value:''' {{cl|Texture2D}}'PS3Patch.Talking'
 
====TeamColor====
'''Type:''' {{tl|Color|Object|structs}}
 
UNUSED BY ANYONE
 
====TeamHUDColor====
'''Type:''' {{tl|LinearColor|Object|structs}}
 
<!-- enter variable description -->
 
'''Default value:'''
{| class="list defaults"
! {{tl|LinearColor||Object structs|Member}}
! Value
|-
| A
| 1.0
|-
| B
| 0.0
|-
| G
| 0.0
|-
| R
| 0.0
|}
 
====TeamTextColor====
'''Type:''' {{tl|Color|Object|structs}}
 
<!-- enter variable description -->
 
====THeight====
'''Type:''' [[float]]
 
Misc vars used for laying out the hud
 
====ThighHeight====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 28.0
 
====ThighWidth====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 42.0
 
====ThighX====
'''Type:''' [[float]]
 
Thigh armor position relative to doll
 
'''Default value:''' 36.0
 
====ThighY====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
'''Default value:''' 72.0
 
====ToolTipSepCoords====
'''Type:''' {{tl|TextureCoordinates|UIRoot|structs}}
 
<!-- enter variable description -->
 
'''Default value:'''
{| class="list defaults"
! {{tl|TextureCoordinates||UIRoot structs|Member}}
! Value
|-
| U
| 260.0
|-
| UL
| 29.0
|-
| V
| 379.0
|-
| VL
| 27.0
|}
 
====TX====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
====TY====
'''Type:''' [[float]]
 
<!-- enter variable description -->
 
====UT3GHudTexture====
'''Type:''' {{cl|Texture2D}}
 
'''[[Variables#Modifiers|Modifiers]]:''' const
 
<!-- enter variable description -->
 
'''Default value:''' {{cl|Texture2D}}'UI_GoldHud.HUDIcons'
 
====UTGRI====
'''Type:''' {{cl|UTGameReplicationInfo}}
 
Cached reference to the GRI
 
====UTOwnerPRI====
'''Type:''' {{cl|UTPlayerReplicationInfo}}
 
Cached typed reference to the PRI
 
====UTPawnOwner====
'''Type:''' {{cl|UTPawn}}
 
Points to the UT Pawn.  Will be resolved if in a vehicle
 
====UTPlayerOwner====
'''Type:''' {{cl|UTPlayerController}}
 
Cached a typed Player controller.  Unlike PawnOwner we only set this once in PostBeginPlay
 
====VehiclePosition====
'''Type:''' {{tl|Vector2D|Object|structs}}
 
<!-- enter variable description -->
 
'''Default value:'''
{| class="list defaults"
! {{tl|Vector2D||Object structs|Member}}
! Value
|-
| X
| -1.0
|-
| Y
| -1.0
|}
 
====VestHeight====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


====TY====
'''Default value:''' 28.0
 
====VestWidth====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
<!-- enter variable description -->


====UTGRI====
'''Default value:''' 46.0
'''Type:''' {{cl|UTGameReplicationInfo}}


Cached reference to the GRI
====VestX====
 
'''Type:''' [[float]]
====UTOwnerPRI====
'''Type:''' {{cl|UTPlayerReplicationInfo}}


Cached typed reference to the PRI
Body armor position relative to doll


====UTPawnOwner====
'''Default value:''' 36.0
'''Type:''' {{cl|UTPawn}}


Points to the UT Pawn.  Will be resolved if in a vehicle
====VestY====
 
'''Type:''' [[float]]
====UTPlayerOwner====
'''Type:''' {{cl|UTPlayerController}}
 
Cached a typed Player controller.  Unlike PawnOwner we only set this once in PostBeginPlay
 
====VehiclePosition====
'''Type:''' {{tl|Vector2D|Object|structs}}


<!-- enter variable description -->
<!-- enter variable description -->


'''Default value:'''  
'''Default value:''' 31.0
{| class="list defaults"
! {{tl|Vector2D||Object structs|Member}}
! Value
|-
| X
| -1.0
|-
| Y
| -1.0
|}


====WaitingForMatch====
====WaitingForMatch====

Latest revision as of 04:03, 16 August 2009

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

;Other member categories for this class::

Properties

AltHudTexture

Type: Texture2D

Modifiers: const

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

AmmoBarOffsetY

Type: float

Padding beneath right side ammo/icon

Default value: 2.0

AmmoBGCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 1.0
UL 162.0
V 368.0
VL 53.0

AmmoPosition

Type: Object.Vector2D


Default value:

Member Value
X -1.0
Y -1.0

AmmoPulseTime

Type: float


AmmoTextOffsetX

Type: float


Default value: 125.0

AmmoTextOffsetY

Type: float


Default value: 3.0

ArmorBGCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 74.0
UL 117.0
V 69.0
VL 42.0

ArmorBGOffsetX

Type: float

position of the armor bg relative to overall lower left position

Default value: 65.0

ArmorBGOffsetY

Type: float


Default value: 18.0

ArmorIconX

Type: float

position of the armor shield icon relative to the overall left position

Default value: 80.0

ArmorIconY

Type: float


Default value: 42.0

ArmorPulseTime

Type: float


ArmorTextX

Type: float

position of the armor text relative to the overall left position

Default value: 160.0

ArmorTextY

Type: float


Default value: 17.0

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

BlackBackgroundColor

Type: Object.LinearColor


Default value:

Member Value
A 0.7
B 0.7
G 0.7
R 0.7

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

BootHeight

Type: float


Default value: 26.0

BootWidth

Type: float


Default value: 54.0

BootX

Type: float

Jump boot position relative to doll

Default value: 37.0

BootY

Type: float


Default value: 100.0

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: 0.15

CharPRI

Type: UTPlayerReplicationInfo

Holds the PRI of the person speak

ClockPosition

Type: Object.Vector2D


ConfiguredCrosshairScaling

Type: float

Configurable crosshair scaling

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 1.0
G 1.0
R 1.0

DollHeight

Type: float


Default value: 109.0

DollOffsetX

Type: float

position of the armor bg relative to overall lower left position

Default value: 35.0

DollOffsetY

Type: float


Default value: 58.0

DollPosition

Type: Object.Vector2D


Default value:

Member Value
X 0.0
Y -1.0

DollVisibility

Type: float


DollWidth

Type: float


Default value: 56.0

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

HealthBGCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 73.0
UL 143.0
V 111.0
VL 57.0

HealthBGOffsetX

Type: float

position of the health bg relative to overall lower left position

Default value: 65.0

HealthBGOffsetY

Type: float


Default value: 59.0

HealthIconX

Type: float

position of the health + icon relative to the overall left position

Default value: 80.0

HealthIconY

Type: float


Default value: 88.0

HealthOffsetX

Type: float


Default value: 65.0

HealthPulseTime

Type: float


HealthTextX

Type: float

position of the health text relative to the overall left position

Default value: 185.0

HealthTextY

Type: float


Default value: 55.0

HelmetHeight

Type: float


Default value: 25.0

HelmetWidth

Type: float


Default value: 22.0

HelmetX

Type: float

Helmet armor position relative to doll

Default value: 36.0

HelmetY

Type: float


Default value: 13.0

HeroMeterHeight

Type: float

height of the hero meter

Default value: 65.0

HeroMeterOffsetX

Type: float

offset from ammo count in X

Default value: 1.0

HeroMeterOffsetY

Type: float

offset from ammo count in Y

Default value: 52.0

HeroMeterOverlayTexCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 6.0
UL 95.0
V 74.0
VL 65.0

HeroMeterTexCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 6.0
UL 95.0
V 8.0
VL 65.0

HeroMeterVehicleOffsetX

Type: float

offset when in a vehicle

Default value: 93.0

HeroMeterVehicleOffsetY

Type: float

offset when in a vehicle

Default value: 53.0

HeroMeterWidth

Type: float

width of the hero meter

Default value: 95.0

HeroPointOffX

Type: float

offset of point count in X

Default value: 20.0

HeroPointOffY

Type: float

offset of point count in Y

Default value: 8.0

HeroToolTipIconCoords

Type: UIRoot.TextureCoordinates

Coordinates for the hero tooltip textures

Default value:

Member Value
U 136.0
UL 81.0
V 11.0
VL 74.0

HeroTooltipTimeStamp

Type: float

Time when the tooltip started to display

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

Modifiers: const


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

LastHeroBump

Type: int


LastHeroScoreBumpTime

Type: float


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'

NameplateBubble

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 243.0
UL 26.0
V 11.0
VL 35.0

NameplateBubbleWidth

Type: float


Default value: 15.0

NameplateCenter

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 238.0
UL 5.0
V 11.0
VL 35.0

NameplateLeft

Type: UIRoot.TextureCoordinates

Coordinates of the nameplate background

Default value:

Member Value
U 224.0
UL 14.0
V 11.0
VL 35.0

NameplateRight

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 275.0
UL 14.0
V 11.0
VL 35.0

NameplateWidth

Type: float

width of background on either side of the nameplate

Default value: 8.0

OffWeaponAlpha

Type: float


Default value: 0.5

OldHeroScore

Type: float

Hero meter display

OrderUpdateTime

Type: float

last time at which displayedorders was updated

PawnDollBGCoords

Type: UIRoot.TextureCoordinates


Default value:

Member Value
U 9.0
UL 65.0
V 52.0
VL 116.0

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


QuickPickWaveForm

Type: ForceFeedbackWaveform

controller rumble to play when switching weapons.

Default value: ForceFeedbackWaveform'UTGame.Default__UTHUD:ForceFeedbackWaveformQuickPick'

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

SilverLinearColor

Type: Object.LinearColor

Modifiers: const


Default value:

Member Value
A 1.0
B 0.75
G 0.75
R 0.75

SpectatorMessage

Type: string

Modifiers: localized

When you are a spectator

Default value: "Spectator"

TalkingTexture

Type: Texture2D

Modifiers: const


Default value: Texture2D'PS3Patch.Talking'

TeamColor

Type: Object.Color

UNUSED BY ANYONE

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

ThighHeight

Type: float


Default value: 28.0

ThighWidth

Type: float


Default value: 42.0

ThighX

Type: float

Thigh armor position relative to doll

Default value: 36.0

ThighY

Type: float


Default value: 72.0

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


UT3GHudTexture

Type: Texture2D

Modifiers: const


Default value: Texture2D'UI_GoldHud.HUDIcons'

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

VestHeight

Type: float


Default value: 28.0

VestWidth

Type: float


Default value: 46.0

VestX

Type: float

Body armor position relative to doll

Default value: 36.0

VestY

Type: float


Default value: 31.0

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