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UE3:UTOnslaughtFlag (UT3)

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UT3 Object >> Actor >> UTCarriedObject >> UTOnslaughtFlag

Contents

Package: 
UTGame
Direct subclass:
UTOnslaughtFlag_Content

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
Member Value
X 12.68
Y 0.0
Z 32.04

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTCarriedObject.CollisionCylinder

No new values.

Functions

Native functions

GetTeamNum

simulated native function byte GetTeamNum ()

Overrides: UTCarriedObject.GetTeamNum

GetTeamNum() returns teamindex of team with which this UTCarriedObject is associated.

NativePostRenderFor

simulated native function NativePostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.NativePostRenderFor

Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set

Events

Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


DrawUsePictograph

simulated event DrawUsePictograph (PlayerController PC, Canvas Canvas)


OrbUnused

event OrbUnused ()


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTCarriedObject.PostBeginPlay


PostRenderFor

simulated event PostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

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

simulated event ReplicatedEvent (name VarName)

Overrides: UTCarriedObject.ReplicatedEvent


Reset

event Reset ()

Overrides: Actor.Reset


SetOrbTeam

simulated event SetOrbTeam ()


Other instance functions

BroadcastDroppedMessage

function BroadcastDroppedMessage (Controller EventInstigator)

Overrides: UTCarriedObject.BroadcastDroppedMessage


BroadcastTakenFromBaseMessage

function BroadcastTakenFromBaseMessage (Controller EventInstigator)

Overrides: UTCarriedObject.BroadcastTakenFromBaseMessage


ClientReturnedHome

simulated function ClientReturnedHome ()

Overrides: UTCarriedObject.ClientReturnedHome

called on the client when the flag is returned

DoBuildOrb

function DoBuildOrb ()


DrawIcon

simulated function DrawIcon (Canvas Canvas, Object.Vector IconLocation, float IconWidth, float IconAlpha)

Overrides: UTCarriedObject.DrawIcon

If being rebuilt, Draw partial icon to reflect that orb is building

Drop

function Drop (optional Controller Killer)

Overrides: UTCarriedObject.Drop

called to drop the flag

FindNearestFlagBase

function UTOnslaughtFlagBase FindNearestFlagBase (UTOnslaughtNodeObjective CurrentNode, optional out array<UTOnslaughtNodeObjectiveCheckedNodes)


IsNearlyHome

function bool IsNearlyHome ()

Returns:

whether this flag is at its homebase or reasonably close to it

IsRebuilding

function bool IsRebuilding ()


LogDropped

function LogDropped (Controller EventInstigator)

Overrides: UTCarriedObject.LogDropped


NotifyLocalPlayerTeamReceived

simulated function NotifyLocalPlayerTeamReceived ()

Overrides: Actor.NotifyLocalPlayerTeamReceived


OrbBuilt

function OrbBuilt ()


RenderEnemyMapIcon

simulated function RenderEnemyMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, UTGameObjective NearbyObjective)

Overrides: UTCarriedObject.RenderEnemyMapIcon


RenderMapIcon

simulated function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner)

Overrides: UTCarriedObject.RenderMapIcon


Score

function Score ()

Overrides: UTCarriedObject.Score


SendFlagMessage

function SendFlagMessage (Controller C)

Overrides: UTCarriedObject.SendFlagMessage


SendHome

function SendHome (Controller Returner)

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

function SetHolder (Controller C)

Overrides: UTCarriedObject.SetHolder


SetHomeBase

function SetHomeBase ()

sets HomeBase to the nearest friendly Onslaught flag base

SetTeam

function SetTeam (int TeamIndex)


ShouldMinimapRenderFor

simulated function bool ShouldMinimapRenderFor (PlayerController PC)

Overrides: UTCarriedObject.ShouldMinimapRenderFor

returns true if should be rendered for passed in player

UpdateTeamEffects

simulated function UpdateTeamEffects ()


ValidHolder

function bool ValidHolder (Actor Other)

Overrides: UTCarriedObject.ValidHolder


States

Dropped

Inherits from: UTCarriedObject.Dropped

Ignores: Drop

Dropped.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event Timer ()

Overrides: UTCarriedObject.Dropped.Timer


Dropped.Touch

event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: UTCarriedObject.Touch (global)


Dropped.FlagUse

function bool FlagUse (Controller C)

Overrides: UTCarriedObject.FlagUse (global)

Called when player "uses" this flag Return true if use had an effect

Dropped.SendHome

function SendHome (Controller Returner)

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

Ignores: SetHolder

Held.OrbUnused

event OrbUnused ()

Overrides: OrbUnused (global)

Send unused orb home

Held.Score

function Score ()

Overrides: Score (global)


Home

Inherits from: UTCarriedObject.Home

Ignores: Drop, KismetSendHome, Score, SendHome

Home.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event Reset ()

Overrides: Reset (global)


Rebuilding

Modifiers: auto

Ignores: Drop, KismetSendHome, Score, SendHome

Rebuilding.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event Reset ()

Overrides: Reset (global)


Rebuilding.DoBuildOrb

function DoBuildOrb ()

Overrides: DoBuildOrb (global)


Rebuilding.IsRebuilding

function bool IsRebuilding ()

Overrides: IsRebuilding (global)


Rebuilding.OrbBuilt

function OrbBuilt ()

Overrides: OrbBuilt (global)