Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTObjectiveAnnouncement (UT3)
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Object >> LocalMessage >> UTLocalMessage >> UTObjectiveSpecificMessage >> UTObjectiveAnnouncement |
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this is used to handle auto objective announcements (what the game thinks the player should do next)
Default values[edit]
Property | Value |
---|---|
bIsUnique | True |
FontSize | 1 |
MessageArea | 3 |
Static functions[edit]
GetObjectiveAnnouncement[edit]
static function UTPlayerController.ObjectiveAnnouncementInfo GetObjectiveAnnouncement (byte MessageIndex, Object Objective, PlayerController PC)
Overrides: UTObjectiveSpecificMessage.GetObjectiveAnnouncement
should be implemented to return the announcement to use based on the given objective and index
SetHUDDisplay[edit]
static simulated function SetHUDDisplay (PlayerController P, int Switch, string Text, PlayerReplicationInfo RelatedPRI_1, PlayerReplicationInfo RelatedPRI_2, Object OptionalObject)
Overrides: UTObjectiveSpecificMessage.SetHUDDisplay
sets up whatever this message displays on the HUD
ShouldBeRemoved[edit]
static function bool ShouldBeRemoved (UTQueuedAnnouncement MyAnnouncement, class<UTLocalMessage> NewAnnouncementClass, int NewMessageIndex)
Overrides: UTLocalMessage.ShouldBeRemoved
Allow messages to remove themselves if they are superfluous because of newly added message