Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTObjectiveSpecificMessage (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> LocalMessage >> UTLocalMessage >> UTObjectiveSpecificMessage |
- Package:
- UTGame
- Direct subclasses:
- UTKismetAnnouncement, UTCountdownNodeMessage, UTObjectiveAnnouncement, UTSpecialObjectiveStatusMessage
- This class in other games:
- UDK
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base class for messages that get their text/sound from the objective actor passed to them
Default values
Property | Value |
---|---|
MessageArea | 6 |
Static functions
AnnouncementSound
static function SoundNodeWave AnnouncementSound (int MessageIndex, Object OptionalObject, PlayerController PC)
Overrides: UTLocalMessage.AnnouncementSound
ClientReceive
static simulated function ClientReceive (PlayerController P, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)
Overrides: LocalMessage.ClientReceive
GetObjectiveAnnouncement
static function UTPlayerController.ObjectiveAnnouncementInfo GetObjectiveAnnouncement (byte MessageIndex, Object Objective, PlayerController PC)
should be implemented to return the announcement to use based on the given objective and index
SetHUDDisplay
static simulated function SetHUDDisplay (PlayerController P, int Switch, string Text, PlayerReplicationInfo RelatedPRI_1, PlayerReplicationInfo RelatedPRI_2, Object OptionalObject)
sets up whatever this message displays on the HUD