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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
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
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
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
If assigned, this delegate will be called when the movie has been completed
Functions
Native functions
FillMissionList
Bink Movie Support
PlayBinkMovie
Plays a bink movie
StopBinkMovie
Stops a bink movie
Events
PostBeginPlay
Overrides: UTGameReplicationInfo.PostBeginPlay
ReplicatedEvent
Overrides: UTGameReplicationInfo.ReplicatedEvent
Other instance functions
AddAvailableMission
ChangeMenuState
We need a different menu
ChangeMission
Note, until the menu scene is activated, this will be unused
ClientShowCredits
ClientSyncMissions
This function will take the data replicated from the server and fill out the available missions array.
FindGlobe
Returns:
- a globe
GetCurrentMission
GetCurrentMissionObj
Returns:
- the current mission
GetMission
Returns:
- a mission associated with a tag
GetMissionObj
Given a mission index, look up the mission
Parameters:
- MissionTag - Name of the mission to get
GetMissionStyleName
SetChapterMask
SetModifierCard
SetupBoneIndicators
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
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).