Mostly Harmless

UE3:UTMissionGRI (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
Package: 
UTGame

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]

Type: array<UTSPGlobe>


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

int
int

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]

delegate OnBinkMovieFinished ()

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

Functions[edit]

Native functions[edit]

FillMissionList[edit]

native function FillMissionList ()

Bink Movie Support

PlayBinkMovie[edit]

native function PlayBinkMovie (string MovieToPlay)

Plays a bink movie

StopBinkMovie[edit]

native function StopBinkMovie ()

Stops a bink movie

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTGameReplicationInfo.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTGameReplicationInfo.ReplicatedEvent


Other instance functions[edit]

AddAvailableMission[edit]

simulated function AddAvailableMission (UTMissionInfo.EMissionInformation NewMission)


ChangeMenuState[edit]

simulated function ChangeMenuState (EMenuState NewState)

We need a different menu

ChangeMission[edit]

simulated function ChangeMission (int NewMissionID)

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

ClientShowCredits[edit]

simulated function ClientShowCredits ()


ClientSyncMissions[edit]

simulated function ClientSyncMissions ()

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

FindGlobe[edit]

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

Returns:

a globe

GetCurrentMission[edit]

simulated function bool GetCurrentMission (out UTMissionInfo.EMissionInformation Mission)


GetCurrentMissionObj[edit]

simulated function UTSeqObj_SPMission GetCurrentMissionObj ()

Returns:

the current mission

GetMission[edit]

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

Returns:

a mission associated with a tag

GetMissionObj[edit]

simulated function UTSeqObj_SPMission GetMissionObj (int MissionID)

Given a mission index, look up the mission

Parameters:

  • MissionTag - Name of the mission to get

GetMissionStyleName[edit]

simulated function string GetMissionStyleName (UTMissionInfo.EMissionStyle MissionStyle)


SetChapterMask[edit]

simulated function SetChapterMask ()


SetModifierCard[edit]

function SetModifierCard (name Card)


SetupBoneIndicators[edit]

simulated function SetupBoneIndicators ()


ShowCredits[edit]

function ShowCredits ()


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]

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[edit]

simulated function bool AttemptStateChange ()


MenuStateChanged.TryAgain[edit]

simulated function TryAgain ()