Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:UTObjectiveSpecificMessage (UT3)

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UT3 Object >> LocalMessage >> UTLocalMessage >> UTObjectiveSpecificMessage
Package: 
UTGame
Direct subclasses:
UTKismetAnnouncement, UTCountdownNodeMessage, UTObjectiveAnnouncement, UTSpecialObjectiveStatusMessage
This class in other games:
UDK

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