Mostly Harmless
UE3:UTMissionGRI (UT3)
Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo >> UTGameReplicationInfo >> UTMissionGRI |
Contents
- 1 Constants
- 2 Properties
- 2.1 AvailMissionList
- 2.2 bBonesUpToDate
- 2.3 BoneMask
- 2.4 bPlayingBinkMovie
- 2.5 BriefingScene
- 2.6 BriefingSceneTemplate
- 2.7 bShowCredits
- 2.8 bWasPlayingBinkMovie
- 2.9 ClientMissionTagCount
- 2.10 ClientMissionTagList
- 2.11 CreditsSceneRef
- 2.12 CurrentMenuState
- 2.13 CurrentMissionID
- 2.14 FullMissionList
- 2.15 GameModifierCard
- 2.16 Globes
- 2.17 HostChapterMask
- 2.18 HostPRI
- 2.19 LastMissionID
- 2.20 LastMissionResult
- 2.21 MapPointSFXTemplate
- 2.22 MissionData
- 2.23 MissionInfoClassName
- 2.24 MovieThatIsPlaying
- 2.25 PendingMissionInfo
- 2.26 PlayBinkMission
- 2.27 PrevMapPointSFXTemplate
- 2.28 SelectedMapPointSFXTemplate
- 2.29 SelectionScene
- 2.30 SelectionSceneTemplate
- 3 Enums
- 4 Structs
- 5 Delegates
- 6 Functions
- 6.1 Native functions
- 6.2 Events
- 6.3 Other instance functions
- 6.3.1 AddAvailableMission
- 6.3.2 ChangeMenuState
- 6.3.3 ChangeMission
- 6.3.4 ClientShowCredits
- 6.3.5 ClientSyncMissions
- 6.3.6 FindGlobe
- 6.3.7 GetCurrentMission
- 6.3.8 GetCurrentMissionObj
- 6.3.9 GetMission
- 6.3.10 GetMissionObj
- 6.3.11 GetMissionStyleName
- 6.3.12 SetChapterMask
- 6.3.13 SetModifierCard
- 6.3.14 SetupBoneIndicators
- 6.3.15 ShowCredits
- 7 States
- Package:
- UTGame
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Constants[edit]
MAXMISSIONS[edit]
Value: 5
This list will hold the mission tags of all available missions on the client. When it gets replicated, the client will clear their AvailMissionList and rebuild it using this list.
Properties[edit]
AvailMissionList[edit]
Type: array<UTMissionInfo.EMissionInformation>
Modifiers: transient
These are missions that are currently available to the Player
bBonesUpToDate[edit]
Type: bool
BoneMask[edit]
Type: BoneMaskData
Modifiers: repnotify
bPlayingBinkMovie[edit]
Type: bool
If this is true, we are playing a bink movie
BriefingScene[edit]
Type: UTUIScene_CMissionBriefing
Modifiers: transient
BriefingSceneTemplate[edit]
Type: string
Default value: "UI_Scenes_Campaign.Scenes.CampMissionBriefing"
bShowCredits[edit]
Type: bool
Modifiers: repnotify
bWasPlayingBinkMovie[edit]
Type: bool
ClientMissionTagCount[edit]
Type: int
ClientMissionTagList[edit]
Type: TagListWrapper
Modifiers: repnotify
CreditsSceneRef[edit]
Type: string
Default value: "UI_Scenes_FrontEnd.Scenes.Credits"
CurrentMenuState[edit]
Type: EMenuState
CurrentMissionID[edit]
Type: int
The Current Mission ID
FullMissionList[edit]
Type: array<UTSeqObj_SPMission>
The full mission list
GameModifierCard[edit]
Type: name
Modifiers: repnotify
Globes[edit]
HostChapterMask[edit]
Type: int
Modifiers: repnotify
HostPRI[edit]
Type: UTMissionSelectionPRI
LastMissionID[edit]
Type: int
The ID of the last mission
LastMissionResult[edit]
Type: UTMissionSelectionGame.ESinglePlayerMissionResult
Holds the result of the previous mission
MapPointSFXTemplate[edit]
Type: StaticMesh
Default value: StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRingEnabled'
MissionData[edit]
Type: UTMissionInfo
Modifiers: transient
MissionInfoClassName[edit]
Type: string
Default value: "UTGameContent.UTMissionInfo_Content"
MovieThatIsPlaying[edit]
Type: string
PendingMissionInfo[edit]
Type: MissionRepData
Modifiers: repnotify
PlayBinkMission[edit]
Type: int
Modifiers: repnotify
Holds the mission tag of a bink movie to play
Default value: -1
PrevMapPointSFXTemplate[edit]
Type: StaticMesh
Default value: StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRingPrevious'
SelectedMapPointSFXTemplate[edit]
Type: StaticMesh
Default value: StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRing'
SelectionScene[edit]
Type: UTUIScene_CMissionSelection
Modifiers: transient
SelectionSceneTemplate[edit]
Type: string
Scene information
Default value: "UI_Scenes_Campaign.Scenes.CampMissionSelection"
Enums[edit]
EMenuState[edit]
- EMS_None
- EMS_Selection
- EMS_Brief
- EMS_Launch
Structs[edit]
BoneMaskData[edit]
Modifiers: native
MissionRepData[edit]
Modifiers: native
We bundle these to insure they are replicated together
- int PendingMissionID
- EMenuState PendingMenuState
TagListWrapper[edit]
Modifiers: native
We replicate the Tag list as a struct to avoid repnotify on each element
- int Data[5] (MAXMISSIONS)
Delegates[edit]
OnBinkMovieFinished[edit]
If assigned, this delegate will be called when the movie has been completed
Functions[edit]
Native functions[edit]
FillMissionList[edit]
Bink Movie Support
PlayBinkMovie[edit]
Plays a bink movie
StopBinkMovie[edit]
Stops a bink movie
Events[edit]
PostBeginPlay[edit]
Overrides: UTGameReplicationInfo.PostBeginPlay
ReplicatedEvent[edit]
Overrides: UTGameReplicationInfo.ReplicatedEvent
Other instance functions[edit]
AddAvailableMission[edit]
ChangeMenuState[edit]
We need a different menu
ChangeMission[edit]
Note, until the menu scene is activated, this will be unused
ClientShowCredits[edit]
ClientSyncMissions[edit]
This function will take the data replicated from the server and fill out the available missions array.
FindGlobe[edit]
Returns:
- a globe
GetCurrentMission[edit]
GetCurrentMissionObj[edit]
Returns:
- the current mission
GetMission[edit]
Returns:
- a mission associated with a tag
GetMissionObj[edit]
Given a mission index, look up the mission
Parameters:
- MissionTag - Name of the mission to get
GetMissionStyleName[edit]
SetChapterMask[edit]
SetModifierCard[edit]
SetupBoneIndicators[edit]
ShowCredits[edit]
States[edit]
MenuStateChanged[edit]
We might not have all of the needed data replicated when we get the first menu state change. So we use a state to wait for all the information and then perform the action
MenuStateChanged.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).