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UE3:UTMissionGRI (UT3)

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Package: 
UTGame

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Constants

MAXMISSIONS

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

AvailMissionList

Type: array<UTMissionInfo.EMissionInformation>

Modifiers: transient

These are missions that are currently available to the Player

bBonesUpToDate

Type: bool


BoneMask

Type: BoneMaskData

Modifiers: repnotify


bPlayingBinkMovie

Type: bool

If this is true, we are playing a bink movie

BriefingScene

Type: UTUIScene_CMissionBriefing

Modifiers: transient


BriefingSceneTemplate

Type: string


Default value: "UI_Scenes_Campaign.Scenes.CampMissionBriefing"

bShowCredits

Type: bool

Modifiers: repnotify


bWasPlayingBinkMovie

Type: bool


ClientMissionTagCount

Type: int


ClientMissionTagList

Type: TagListWrapper

Modifiers: repnotify


CreditsSceneRef

Type: string


Default value: "UI_Scenes_FrontEnd.Scenes.Credits"

CurrentMenuState

Type: EMenuState


CurrentMissionID

Type: int

The Current Mission ID

FullMissionList

Type: array<UTSeqObj_SPMission>

The full mission list

GameModifierCard

Type: name

Modifiers: repnotify


Globes

Type: array<UTSPGlobe>


HostChapterMask

Type: int

Modifiers: repnotify


HostPRI

Type: UTMissionSelectionPRI


LastMissionID

Type: int

The ID of the last mission

LastMissionResult

Type: UTMissionSelectionGame.ESinglePlayerMissionResult

Holds the result of the previous mission

MapPointSFXTemplate

Type: StaticMesh


Default value: StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRingEnabled'

MissionData

Type: UTMissionInfo

Modifiers: transient


MissionInfoClassName

Type: string


Default value: "UTGameContent.UTMissionInfo_Content"

MovieThatIsPlaying

Type: string


PendingMissionInfo

Type: MissionRepData

Modifiers: repnotify


PlayBinkMission

Type: int

Modifiers: repnotify

Holds the mission tag of a bink movie to play

Default value: -1

PrevMapPointSFXTemplate

Type: StaticMesh


Default value: StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRingPrevious'

SelectedMapPointSFXTemplate

Type: StaticMesh


Default value: StaticMesh'UI_SinglePlayer_World.Mesh.S_SP_UI_Effect_PointRing'

SelectionScene

Type: UTUIScene_CMissionSelection

Modifiers: transient


SelectionSceneTemplate

Type: string

Scene information

Default value: "UI_Scenes_Campaign.Scenes.CampMissionSelection"

Enums

EMenuState

EMS_None 
EMS_Selection 
EMS_Brief 
EMS_Launch 

Structs

BoneMaskData

Modifiers: native

int
int

MissionRepData

Modifiers: native

We bundle these to insure they are replicated together

int PendingMissionID 
EMenuState PendingMenuState 

TagListWrapper

Modifiers: native

We replicate the Tag list as a struct to avoid repnotify on each element

int Data[5] (MAXMISSIONS) 

Delegates

OnBinkMovieFinished

delegate OnBinkMovieFinished ()

If assigned, this delegate will be called when the movie has been completed

Functions

Native functions

FillMissionList

native function FillMissionList ()

Bink Movie Support

PlayBinkMovie

native function PlayBinkMovie (string MovieToPlay)

Plays a bink movie

StopBinkMovie

native function StopBinkMovie ()

Stops a bink movie

Events

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTGameReplicationInfo.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTGameReplicationInfo.ReplicatedEvent


Other instance functions

AddAvailableMission

simulated function AddAvailableMission (UTMissionInfo.EMissionInformation NewMission)


ChangeMenuState

simulated function ChangeMenuState (EMenuState NewState)

We need a different menu

ChangeMission

simulated function ChangeMission (int NewMissionID)

Note, until the menu scene is activated, this will be unused

ClientShowCredits

simulated function ClientShowCredits ()


ClientSyncMissions

simulated function ClientSyncMissions ()

This function will take the data replicated from the server and fill out the available missions array.

FindGlobe

simulated function bool FindGlobe (name GlobeTag, out UTSPGlobe OutGlobe)

Returns:

a globe

GetCurrentMission

simulated function bool GetCurrentMission (out UTMissionInfo.EMissionInformation Mission)


GetCurrentMissionObj

simulated function UTSeqObj_SPMission GetCurrentMissionObj ()

Returns:

the current mission

GetMission

simulated function bool GetMission (int MissionID, out UTMissionInfo.EMissionInformation Mission)

Returns:

a mission associated with a tag

GetMissionObj

simulated function UTSeqObj_SPMission GetMissionObj (int MissionID)

Given a mission index, look up the mission

Parameters:

  • MissionTag - Name of the mission to get

GetMissionStyleName

simulated function string GetMissionStyleName (UTMissionInfo.EMissionStyle MissionStyle)


SetChapterMask

simulated function SetChapterMask ()


SetModifierCard

function SetModifierCard (name Card)


SetupBoneIndicators

simulated function SetupBoneIndicators ()


ShowCredits

function ShowCredits ()


States

MenuStateChanged

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

simulated event BeginState (name PrevStateName)

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).

MenuStateChanged.AttemptStateChange

simulated function bool AttemptStateChange ()


MenuStateChanged.TryAgain

simulated function TryAgain ()