Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:UTMissionInfo (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> UTMissionInfo
Package: 
UTGame
Direct subclass:
UTMissionInfo_Content

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

Properties[edit]

Property group 'UTMissionInfo'[edit]

Missions[edit]

Type: array<EMissionInformation>

Holds all of the missions

Internal variables[edit]

MissionTypeDesc[edit]

Type: array<string>

Modifiers: localized

Holds descriptions for all of the mission types

Default value, index 0: "Duel"

Default value, index 1: "Deathmatch"

Default value, index 2: "Deathmatch"

Default value, index 3: "Capture The Flag"

Default value, index 4: "Warfare"

Enums[edit]

EMissionStyle[edit]

EMT_Duel 
Duel
EMT_Infiltration 
DM
EMT_DefendAndHold 
TDM
EMT_Extraction 
CTF
EMT_Battle 
Warfare

Structs[edit]

EMissionInformation[edit]

Modifiers: native

Holds the information regarding a single mission

int MissionID 
A tag that defines the mission. Can be used for quick lookup
string Title 
Title of the Mission
string Map 
The map to use
string URL 
The URL
string OpponentFaction 
The faction of the opponent
array<string> RequiredTeammates 
Teammates that are required on your team
array<string> RequiredOpponents 
Teammates that are required to be against you
array<string> PrecachedTeammates 
bots that are precached for spawning through Kismet
array<string> PrecachedOpponents 
EMissionStyle Style 
What type of match is this
string Location 
Holds the Location name
name GlobeBoneName 
Holds the BoneName of the point on the map to focus on when selecting this mission.
name GlobeTag 
Which globe does this point reside on
float CameraDist 
How far from the Bone should the camera end up
Surface BriefingImage 
The image to use
bool bCustomBriefingCoords 
Are we using custom coordinates
UIRoot.TextureCoordinates BriefingCoords 
The Map Coordinates
string BriefingText 
The text to display at the briefing
SoundCue BriefingAudioCue 
The sound to play when you enter the briefing menu
string ObjectiveText 
The text that will be set when we display objectives
array<EObjectiveInformation> Objectives 
This holds information that will be displayed during travel
StaticMeshComponent MapBeacon 
This will be set by the menus

EObjectiveInformation[edit]

Modifiers: native

Holds all of the information to describe a single objective in a mission

Texture2D Image 
The Background image will be set to this
bool bCustomCoords 
Are we using custom coordinates
UIRoot.TextureCoordinates ImageCoords 
The Map Coordinates
string Text 
The Objective's Text
SoundCue AudioCue 
The sound that get's played when this objective is highlighted
float FocusTime 
How long should the briefing menu focus on this objective?

Functions[edit]

Native functions[edit]

GetMission[edit]

native function bool GetMission (int MissionID, out EMissionInformation Mission)


GetMissionIndex[edit]

native function int GetMissionIndex (int MissionID)

Using a mission tag, find the assoicated mission index and return it.

Returns:

the mission index if the MissionTag is valid, otherwise returns INDEX_NONE

Other instance functions[edit]

Convert[edit]

function Convert (UTSeqObj_SPMission Mission)

General functions