Mostly Harmless
Difference between revisions of "UE3:UTOnslaughtFlag (UT3)"
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<!-- enter variable description --> | <!-- enter variable description --> | ||
− | '''Default value:''' " | + | '''Default value:''' "ORB" |
====Prebuildtime==== | ====Prebuildtime==== | ||
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! Value | ! Value | ||
|- | |- | ||
− | | | + | | U |
− | | | + | | 921.0 |
|- | |- | ||
− | | | + | | UL |
− | | | + | | 93.0 |
|- | |- | ||
− | | | + | | V |
− | | | + | | 61.0 |
|- | |- | ||
− | | | + | | VL |
− | | | + | | 54.0 |
|} | |} | ||
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! Value | ! Value | ||
|- | |- | ||
− | | | + | | X |
− | | | + | | 12.68 |
|- | |- | ||
− | | | + | | Y |
− | | | + | | 0.0 |
|- | |- | ||
− | | | + | | Z |
− | | | + | | 32.04 |
|} | |} | ||
|} | |} |
Latest revision as of 07:40, 23 May 2008
Object >> Actor >> UTCarriedObject >> UTOnslaughtFlag |
Contents
- 1 Properties
- 1.1 bFinishedPreBuild
- 1.2 BuildStartTime
- 1.3 BuildTime
- 1.4 EnemyReturnPrebuildTime
- 1.5 FlagEffect
- 1.6 FlagEffectComp
- 1.7 FlagMaterials
- 1.8 GodBeamClass
- 1.9 GraceDist
- 1.10 HomeHiddenCount
- 1.11 HomeOrbScale
- 1.12 HoverboardOrbScale
- 1.13 LastForcedReturnPRI
- 1.14 LastForcedReturnTime
- 1.15 LastGraceDistance
- 1.16 LastIncomingWarning
- 1.17 LastNearbyObjective
- 1.18 LastUsefulTime
- 1.19 LightColors
- 1.20 LockedNode
- 1.21 MaxHoldTime
- 1.22 MaxSpringDistance
- 1.23 Mesh
- 1.24 MyGodBeam
- 1.25 NormalOrbScale
- 1.26 OldLocation
- 1.27 OrbMinViewDist
- 1.28 OrbString
- 1.29 Prebuildtime
- 1.30 RemainingDropTime
- 1.31 ReturnedEffectClasses
- 1.32 StartingHomeBase
- 1.33 ToolTipIconCoords
- 1.34 UsePictographDistSq
- 1.35 Default values
- 1.36 Subobjects
- 2 Functions
- 2.1 Native functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 BroadcastDroppedMessage
- 2.3.2 BroadcastTakenFromBaseMessage
- 2.3.3 ClientReturnedHome
- 2.3.4 DoBuildOrb
- 2.3.5 DrawIcon
- 2.3.6 Drop
- 2.3.7 FindNearestFlagBase
- 2.3.8 IsNearlyHome
- 2.3.9 IsRebuilding
- 2.3.10 LogDropped
- 2.3.11 NotifyLocalPlayerTeamReceived
- 2.3.12 OrbBuilt
- 2.3.13 RenderEnemyMapIcon
- 2.3.14 RenderMapIcon
- 2.3.15 Score
- 2.3.16 SendFlagMessage
- 2.3.17 SendHome
- 2.3.18 SetHolder
- 2.3.19 SetHomeBase
- 2.3.20 SetTeam
- 2.3.21 ShouldMinimapRenderFor
- 2.3.22 UpdateTeamEffects
- 2.3.23 ValidHolder
- 3 States
- Package:
- UTGame
- Direct subclass:
- UTOnslaughtFlag_Content
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bFinishedPreBuild[edit]
Type: bool
Modifiers: repnotify
set when rebuilding and finished prebuild delay
BuildStartTime[edit]
Type: float
Modifiers: repnotify
Time when orb building started
BuildTime[edit]
Type: float
How long to wait before building power orb
EnemyReturnPrebuildTime[edit]
Type: float
How long before rebuilding orb if enemy returns it
FlagEffect[edit]
Type: ParticleSystem
Array size: 2
FlagEffectComp[edit]
Type: ParticleSystemComponent
FlagMaterials[edit]
Type: Material
Array size: 2
GodBeamClass[edit]
Type: class<UTOnslaughtGodBeam>
GraceDist[edit]
Type: float
if a teammate is within this range when the orb would be returned, it halts the timer at zero to give them a final chance to grab it
HomeHiddenCount[edit]
Type: int
Used for failsafe check if orb should be unhidden
HomeOrbScale[edit]
Type: float
scale when rebuilding/at home
HoverboardOrbScale[edit]
Type: float
scale when viewed by player holding orb and driving hoverboard
LastForcedReturnPRI[edit]
Type: PlayerReplicationInfo
Don't let auto-return player pick it up again unless at least 30 seconds have passed.
LastForcedReturnTime[edit]
Type: float
LastGraceDistance[edit]
Type: float
LastIncomingWarning[edit]
Type: float
LastNearbyObjective[edit]
Type: UTGameObjective
LastUsefulTime[edit]
Type: float
When held, monitor last time it was used usefully, and auto-return if player isn't doing anything with orb.
LightColors[edit]
Type: Object.Color
Array size: 2
LockedNode[edit]
Type: UTOnslaughtPowernode
currently locked node
MaxHoldTime[edit]
Type: float
max time before auto-return unused orb (note that locking a vulnerable node counts as use)
Default value: 120.0
MaxSpringDistance[edit]
Type: float
Mesh[edit]
Type: StaticMeshComponent
MyGodBeam[edit]
Type: UTOnslaughtGodBeam
NormalOrbScale[edit]
Type: float
normal orb scale
OldLocation[edit]
Type: Object.Vector
OrbMinViewDist[edit]
Type: float
Hide orb if closer than this, to avoid camera clipping
Default value: 28.0
OrbString[edit]
Type: string
Modifiers: localized
Default value: "ORB"
Prebuildtime[edit]
Type: float
How long to wait before building power orb
RemainingDropTime[edit]
Type: byte
remaining time (in real seconds) orb can be on the ground before it gets returned
ReturnedEffectClasses[edit]
Type: class<UTReplicatedEmitter>
Array size: 2
teamcolored effect played when we are returned
StartingHomeBase[edit]
Type: UTOnslaughtFlagBase
keeps track of starting home base for round resets, as HomeBase changes depending on the closest friendly base when the flag gets returned
ToolTipIconCoords[edit]
Type: UIRoot.TextureCoordinates
Coordinates for the tooltip textures
Default value:
Member | Value |
---|---|
U | 921.0 |
UL | 93.0 |
V | 61.0 |
VL | 54.0 |
UsePictographDistSq[edit]
Type: float
Use pictograph distance - show pictograph to use enemy orb if within this distance
Default value: 21025.0
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bPostRenderIfNotVisible | True | ||||||||
HomeBaseOffset |
|
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTCarriedObject.CollisionCylinder
No new values.
Functions[edit]
Native functions[edit]
GetTeamNum[edit]
Overrides: UTCarriedObject.GetTeamNum
GetTeamNum() returns teamindex of team with which this UTCarriedObject is associated.
NativePostRenderFor[edit]
Overrides: Actor.NativePostRenderFor
Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
DrawUsePictograph[edit]
OrbUnused[edit]
PostBeginPlay[edit]
Overrides: UTCarriedObject.PostBeginPlay
PostRenderFor[edit]
Overrides: Actor.PostRenderFor
PostRenderFor() Hook to allow objectives to render HUD overlays for themselves. Called only if objective was rendered this tick. Assumes that appropriate font has already been set
ReplicatedEvent[edit]
Overrides: UTCarriedObject.ReplicatedEvent
Reset[edit]
Overrides: Actor.Reset
SetOrbTeam[edit]
Other instance functions[edit]
BroadcastDroppedMessage[edit]
Overrides: UTCarriedObject.BroadcastDroppedMessage
BroadcastTakenFromBaseMessage[edit]
Overrides: UTCarriedObject.BroadcastTakenFromBaseMessage
ClientReturnedHome[edit]
Overrides: UTCarriedObject.ClientReturnedHome
called on the client when the flag is returned
DoBuildOrb[edit]
DrawIcon[edit]
Overrides: UTCarriedObject.DrawIcon
If being rebuilt, Draw partial icon to reflect that orb is building
Drop[edit]
Overrides: UTCarriedObject.Drop
called to drop the flag
FindNearestFlagBase[edit]
IsNearlyHome[edit]
Returns:
- whether this flag is at its homebase or reasonably close to it
IsRebuilding[edit]
LogDropped[edit]
Overrides: UTCarriedObject.LogDropped
NotifyLocalPlayerTeamReceived[edit]
Overrides: Actor.NotifyLocalPlayerTeamReceived
OrbBuilt[edit]
RenderEnemyMapIcon[edit]
Overrides: UTCarriedObject.RenderEnemyMapIcon
RenderMapIcon[edit]
Overrides: UTCarriedObject.RenderMapIcon
Score[edit]
Overrides: UTCarriedObject.Score
SendFlagMessage[edit]
Overrides: UTCarriedObject.SendFlagMessage
SendHome[edit]
Overrides: UTCarriedObject.SendHome
called to send the flag to its home base
Parameters:
- Returner - the player responsible for returning the flag (may be None)
SetHolder[edit]
Overrides: UTCarriedObject.SetHolder
SetHomeBase[edit]
sets HomeBase to the nearest friendly Onslaught flag base
SetTeam[edit]
ShouldMinimapRenderFor[edit]
Overrides: UTCarriedObject.ShouldMinimapRenderFor
returns true if should be rendered for passed in player
UpdateTeamEffects[edit]
ValidHolder[edit]
Overrides: UTCarriedObject.ValidHolder
States[edit]
Dropped[edit]
Inherits from: UTCarriedObject.Dropped
Dropped.BeginState[edit]
Overrides: UTCarriedObject.Dropped.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Dropped.EndState[edit]
Overrides: UTCarriedObject.Dropped.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Dropped.Timer[edit]
Overrides: UTCarriedObject.Dropped.Timer
Dropped.Touch[edit]
Overrides: UTCarriedObject.Touch (global)
Dropped.FlagUse[edit]
Overrides: UTCarriedObject.FlagUse (global)
Called when player "uses" this flag Return true if use had an effect
Dropped.SendHome[edit]
Overrides: SendHome (global)
(Description copied from UTOnslaughtFlag.SendHome)
called to send the flag to its home base
Parameters:
- Returner - the player responsible for returning the flag (may be None)
Held[edit]
Inherits from: UTCarriedObject.Held
Held.OrbUnused[edit]
Overrides: OrbUnused (global)
Send unused orb home
Held.Score[edit]
Overrides: Score (global)
Home[edit]
Inherits from: UTCarriedObject.Home
Ignores: Drop, KismetSendHome, Score, SendHome
Home.BeginState[edit]
Overrides: UTCarriedObject.Home.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Home.EndState[edit]
Overrides: UTCarriedObject.Home.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Home.Reset[edit]
Overrides: Reset (global)
Rebuilding[edit]
Modifiers: auto
Ignores: Drop, KismetSendHome, Score, SendHome
Rebuilding.BeginState[edit]
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).
Rebuilding.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Rebuilding.Reset[edit]
Overrides: Reset (global)
Rebuilding.DoBuildOrb[edit]
Overrides: DoBuildOrb (global)
Rebuilding.IsRebuilding[edit]
Overrides: IsRebuilding (global)
Rebuilding.OrbBuilt[edit]
Overrides: OrbBuilt (global)