Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTOnslaughtFlag (UT3)
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
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
bFinishedPreBuild
Type: bool
Modifiers: repnotify
set when rebuilding and finished prebuild delay
BuildStartTime
Type: float
Modifiers: repnotify
Time when orb building started
BuildTime
Type: float
How long to wait before building power orb
EnemyReturnPrebuildTime
Type: float
How long before rebuilding orb if enemy returns it
FlagEffect
Type: ParticleSystem
Array size: 2
FlagEffectComp
Type: ParticleSystemComponent
FlagMaterials
Type: Material
Array size: 2
GodBeamClass
Type: class<UTOnslaughtGodBeam>
GraceDist
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
Type: int
Used for failsafe check if orb should be unhidden
HomeOrbScale
Type: float
scale when rebuilding/at home
HoverboardOrbScale
Type: float
scale when viewed by player holding orb and driving hoverboard
LastForcedReturnPRI
Type: PlayerReplicationInfo
Don't let auto-return player pick it up again unless at least 30 seconds have passed.
LastForcedReturnTime
Type: float
LastGraceDistance
Type: float
LastIncomingWarning
Type: float
LastNearbyObjective
Type: UTGameObjective
LastUsefulTime
Type: float
When held, monitor last time it was used usefully, and auto-return if player isn't doing anything with orb.
LightColors
Type: Object.Color
Array size: 2
LockedNode
Type: UTOnslaughtPowernode
currently locked node
MaxHoldTime
Type: float
max time before auto-return unused orb (note that locking a vulnerable node counts as use)
Default value: 120.0
MaxSpringDistance
Type: float
Mesh
Type: StaticMeshComponent
MyGodBeam
Type: UTOnslaughtGodBeam
NormalOrbScale
Type: float
normal orb scale
OldLocation
Type: Object.Vector
OrbMinViewDist
Type: float
Hide orb if closer than this, to avoid camera clipping
Default value: 28.0
OrbString
Type: string
Modifiers: localized
Default value: "ORB"
Prebuildtime
Type: float
How long to wait before building power orb
RemainingDropTime
Type: byte
remaining time (in real seconds) orb can be on the ground before it gets returned
ReturnedEffectClasses
Type: class<UTReplicatedEmitter>
Array size: 2
teamcolored effect played when we are returned
StartingHomeBase
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
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
Type: float
Use pictograph distance - show pictograph to use enemy orb if within this distance
Default value: 21025.0
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bPostRenderIfNotVisible | True | ||||||||
HomeBaseOffset |
|
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTCarriedObject.CollisionCylinder
No new values.
Functions
Native functions
GetTeamNum
Overrides: UTCarriedObject.GetTeamNum
GetTeamNum() returns teamindex of team with which this UTCarriedObject is associated.
NativePostRenderFor
Overrides: Actor.NativePostRenderFor
Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set
Events
Destroyed
Overrides: Actor.Destroyed
DrawUsePictograph
OrbUnused
PostBeginPlay
Overrides: UTCarriedObject.PostBeginPlay
PostRenderFor
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
Overrides: UTCarriedObject.ReplicatedEvent
Reset
Overrides: Actor.Reset
SetOrbTeam
Other instance functions
BroadcastDroppedMessage
Overrides: UTCarriedObject.BroadcastDroppedMessage
BroadcastTakenFromBaseMessage
Overrides: UTCarriedObject.BroadcastTakenFromBaseMessage
ClientReturnedHome
Overrides: UTCarriedObject.ClientReturnedHome
called on the client when the flag is returned
DoBuildOrb
DrawIcon
Overrides: UTCarriedObject.DrawIcon
If being rebuilt, Draw partial icon to reflect that orb is building
Drop
Overrides: UTCarriedObject.Drop
called to drop the flag
FindNearestFlagBase
IsNearlyHome
Returns:
- whether this flag is at its homebase or reasonably close to it
IsRebuilding
LogDropped
Overrides: UTCarriedObject.LogDropped
NotifyLocalPlayerTeamReceived
Overrides: Actor.NotifyLocalPlayerTeamReceived
OrbBuilt
RenderEnemyMapIcon
Overrides: UTCarriedObject.RenderEnemyMapIcon
RenderMapIcon
Overrides: UTCarriedObject.RenderMapIcon
Score
Overrides: UTCarriedObject.Score
SendFlagMessage
Overrides: UTCarriedObject.SendFlagMessage
SendHome
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
Overrides: UTCarriedObject.SetHolder
SetHomeBase
sets HomeBase to the nearest friendly Onslaught flag base
SetTeam
ShouldMinimapRenderFor
Overrides: UTCarriedObject.ShouldMinimapRenderFor
returns true if should be rendered for passed in player
UpdateTeamEffects
ValidHolder
Overrides: UTCarriedObject.ValidHolder
States
Dropped
Inherits from: UTCarriedObject.Dropped
Dropped.BeginState
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
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
Overrides: UTCarriedObject.Dropped.Timer
Dropped.Touch
Overrides: UTCarriedObject.Touch (global)
Dropped.FlagUse
Overrides: UTCarriedObject.FlagUse (global)
Called when player "uses" this flag Return true if use had an effect
Dropped.SendHome
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
Inherits from: UTCarriedObject.Held
Held.OrbUnused
Overrides: OrbUnused (global)
Send unused orb home
Held.Score
Overrides: Score (global)
Home
Inherits from: UTCarriedObject.Home
Ignores: Drop, KismetSendHome, Score, SendHome
Home.BeginState
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
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
Overrides: Reset (global)
Rebuilding
Modifiers: auto
Ignores: Drop, KismetSendHome, Score, SendHome
Rebuilding.BeginState
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
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
Overrides: Reset (global)
Rebuilding.DoBuildOrb
Overrides: DoBuildOrb (global)
Rebuilding.IsRebuilding
Overrides: IsRebuilding (global)
Rebuilding.OrbBuilt
Overrides: OrbBuilt (global)