I don't need to test my programs. I have an error-correcting modem.

Difference between revisions of "UE3:UTOnslaughtMessage (UT3)"

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Latest revision as of 01:21, 26 July 2008

UT3 Object >> LocalMessage >> UTLocalMessage >> UTOnslaughtMessage
Package: 
UTGameContent

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'Message'[edit]

BluePowerNodeAttackedString[edit]

Type: string

Modifiers: localized


Default value: "Blue Node under Attack!"

BluePowerNodeDestroyedString[edit]

Type: string

Modifiers: localized


Default value: "Blue Node Destroyed"

BluePowerNodeSeveredString[edit]

Type: string

Modifiers: localized


Default value: "Blue Node Isolated!"

BluePowerNodeUnderConstructionString[edit]

Type: string

Modifiers: localized


Default value: "Blue Node Constructing!"

BluePrimeNodeAttackedString[edit]

Type: string

Modifiers: localized


Default value: "Prime Node under Attack!"

BlueTeamDominatesString[edit]

Type: string

Modifiers: localized


Default value: "Blue Team wins the round!"

BlueTeamNodeConstructedString[edit]

Type: string

Modifiers: localized


Default value: "Blue Node Constructed!"

DrawString[edit]

Type: string

Modifiers: localized


Default value: "DRAW - Both Cores Drained!"

InvincibleCoreString[edit]

Type: string

Modifiers: localized


Default value: "You Cannot Damage Unlinked Nodes!"

NodeBusterString[edit]

Type: string

Modifiers: localized


Default value: "Node Buster!"

NoTeleportWithOrb[edit]

Type: string

Modifiers: localized


Default value: "Orb will be dropped if you teleport!"

PowerCoresAreDrainingString[edit]

Type: string

Modifiers: localized


Default value: "Cores are draining!"

PowerNodeShieldedByOrbString[edit]

Type: string

Modifiers: localized


Default value: "Node is Shielded by a Nearby Orb!"

PowerNodeTemporarilyShieldedString[edit]

Type: string

Modifiers: localized


Default value: "Node has Temporary Shielding!"

RedPowerNodeAttackedString[edit]

Type: string

Modifiers: localized


Default value: "Red Node under Attack!"

RedPowerNodeDestroyedString[edit]

Type: string

Modifiers: localized


Default value: "Red Node Destroyed"

RedPowerNodeSeveredString[edit]

Type: string

Modifiers: localized


Default value: "Red Node Isolated!"

RedPowerNodeUnderConstructionString[edit]

Type: string

Modifiers: localized


Default value: "Red Node Constructing!"

RedPrimeNodeAttackedString[edit]

Type: string

Modifiers: localized


Default value: "Prime Node under Attack!"

RedTeamDominatesString[edit]

Type: string

Modifiers: localized


Default value: "Red Team wins the round!"

RedTeamNodeConstructedString[edit]

Type: string

Modifiers: localized


Default value: "Red Node Constructed!"

UnattainableNodeString[edit]

Type: string

Modifiers: localized


Default value: "You Cannot Capture Unlinked Nodes!"

UnhealablePowerCoreString[edit]

Type: string

Modifiers: localized


Default value: "You can't heal your Core!"

UnpoweredString[edit]

Type: string

Modifiers: localized


Default value: "Turret is Unpowered!"

Internal variables[edit]

ErrorSound[edit]

Type: SoundCue


Default value: SoundCue'A_Gameplay.ONS.A_GamePlay_ONS_CoreImpactShieldedCue'

GoldColor[edit]

Type: Object.Color


Default value:

Member Value
A 255
B 128
G 255
R 255

MessageAnnouncements[edit]

Type: SoundNodeWave

Array size: 45


Default value, index 6: SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_YouCannotCaptureAnUnlinkedNode'

Default value, index 7: SoundNodeWave'A_Announcer_Reward.Rewards.A_RewardAnnouncer_NodeBuster'

Default value, index 29: SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_Overtime'

MiniMapMessage[edit]

Type: byte

Array size: 45

If 1, display this message in small font near minimap

Default value, index 2: 1

Default value, index 3: 1

Default value, index 9: 1

Default value, index 10: 1

Default value, index 16: 1

Default value, index 17: 1

Default value, index 23: 1

Default value, index 24: 1

Default value, index 27: 1

Default value, index 28: 1

OverTimeWin[edit]

Type: string

Modifiers: localized


Default value: "1 Point for Overtime win"

RedColor[edit]

Type: Object.Color


Default value:

Member Value
A 255
B 48
G 64
R 255

RegulationWin[edit]

Type: string

Modifiers: localized


Default value: "2 Points for Regulation Win"

Default values[edit]

Property Value
bIsPartiallyUnique True
DrawColor
Member Value
A 255
B 255
G 192
R 0
FontSize 2
Lifetime 2.5
MessageArea 3

Static functions[edit]

AnnouncementLevel[edit]

static function byte AnnouncementLevel (byte MessageIndex)

Overrides: UTLocalMessage.AnnouncementLevel


AnnouncementSound[edit]

static function SoundNodeWave AnnouncementSound (int MessageIndex, Object OptionalObject, PlayerController PC)

Overrides: UTLocalMessage.AnnouncementSound


ClientReceive[edit]

static simulated function ClientReceive (PlayerController P, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)

Overrides: LocalMessage.ClientReceive


GetColor[edit]

static function Object.Color GetColor (optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)

Overrides: LocalMessage.GetColor


GetFontSize[edit]

static function int GetFontSize (int Switch, PlayerReplicationInfo RelatedPRI1, PlayerReplicationInfo RelatedPRI2, PlayerReplicationInfo LocalPlayer)

Overrides: LocalMessage.GetFontSize


GetLifeTime[edit]

static function float GetLifeTime (int Switch)

Overrides: LocalMessage.GetLifeTime


GetPos[edit]

static function float GetPos (int Switch, HUD myHUD)

Overrides: UTLocalMessage.GetPos


GetString[edit]

static function string GetString (optional int Switch, optional bool bPRI1HUD, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)

Overrides: LocalMessage.GetString


IsConsoleMessage[edit]

static function bool IsConsoleMessage (int Switch)

Overrides: LocalMessage.IsConsoleMessage


IsKeyObjectiveMessage[edit]

static function bool IsKeyObjectiveMessage (int Switch)

Overrides: LocalMessage.IsKeyObjectiveMessage


PartiallyDuplicates[edit]

static function bool PartiallyDuplicates (int Switch1, int Switch2, Object OptionalObject1, Object OptionalObject2)

Overrides: LocalMessage.PartiallyDuplicates

RETURNS true if messages are similar enough to trigger "partially unique" check for HUD display