Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

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

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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Blauer Knoten wird angegriffen!"
+
'''Default value:''' "Blue Node under Attack!"
  
 
====BluePowerNodeDestroyedString====
 
====BluePowerNodeDestroyedString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Blauer Knoten zerstört"
+
'''Default value:''' "Blue Node Destroyed"
  
 
====BluePowerNodeSeveredString====
 
====BluePowerNodeSeveredString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Blauer Knoten isoliert!"
+
'''Default value:''' "Blue Node Isolated!"
  
 
====BluePowerNodeUnderConstructionString====
 
====BluePowerNodeUnderConstructionString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Blauer Knoten wird errichtet!"
+
'''Default value:''' "Blue Node Constructing!"
  
 
====BluePrimeNodeAttackedString====
 
====BluePrimeNodeAttackedString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Primärknoten wird angegriffen!"
+
'''Default value:''' "Prime Node under Attack!"
  
 
====BlueTeamDominatesString====
 
====BlueTeamDominatesString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Das blaue Team gewinnt die Runde!"
+
'''Default value:''' "Blue Team wins the round!"
  
 
====BlueTeamNodeConstructedString====
 
====BlueTeamNodeConstructedString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Blauer Knoten konstruiert!"
+
'''Default value:''' "Blue Node Constructed!"
  
 
====DrawString====
 
====DrawString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "UNENTSCHIEDEN - Beide Kerne wurden entleert!"
+
'''Default value:''' "DRAW - Both Cores Drained!"
  
 
====InvincibleCoreString====
 
====InvincibleCoreString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Nicht verknüpfte Knoten können Sie nicht beschädigen!"
+
'''Default value:''' "You Cannot Damage Unlinked Nodes!"
  
 
====NodeBusterString====
 
====NodeBusterString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Knoten-Knacker!"
+
'''Default value:''' "Node Buster!"
  
 
====NoTeleportWithOrb====
 
====NoTeleportWithOrb====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Kugel wird fallen gelassen, wenn Sie teleportieren!"
+
'''Default value:''' "Orb will be dropped if you teleport!"
  
 
====PowerCoresAreDrainingString====
 
====PowerCoresAreDrainingString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Kerne werden entleert!"
+
'''Default value:''' "Cores are draining!"
  
 
====PowerNodeShieldedByOrbString====
 
====PowerNodeShieldedByOrbString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Der Knoten wird von einer nahe gelegenen Kugel geschützt!"
+
'''Default value:''' "Node is Shielded by a Nearby Orb!"
  
 
====PowerNodeTemporarilyShieldedString====
 
====PowerNodeTemporarilyShieldedString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Der Knoten hat ein vorübergehendes Schutzschild!"
+
'''Default value:''' "Node has Temporary Shielding!"
  
 
====RedPowerNodeAttackedString====
 
====RedPowerNodeAttackedString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Roter Knoten wird angegriffen!"
+
'''Default value:''' "Red Node under Attack!"
  
 
====RedPowerNodeDestroyedString====
 
====RedPowerNodeDestroyedString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Roter Knoten zerstört"
+
'''Default value:''' "Red Node Destroyed"
  
 
====RedPowerNodeSeveredString====
 
====RedPowerNodeSeveredString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Roter Knoten isoliert!"
+
'''Default value:''' "Red Node Isolated!"
  
 
====RedPowerNodeUnderConstructionString====
 
====RedPowerNodeUnderConstructionString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Roter Knoten wird errichtet!"
+
'''Default value:''' "Red Node Constructing!"
  
 
====RedPrimeNodeAttackedString====
 
====RedPrimeNodeAttackedString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Primärknoten wird angegriffen!"
+
'''Default value:''' "Prime Node under Attack!"
  
 
====RedTeamDominatesString====
 
====RedTeamDominatesString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Das rote Team gewinnt die Runde!"
+
'''Default value:''' "Red Team wins the round!"
  
 
====RedTeamNodeConstructedString====
 
====RedTeamNodeConstructedString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Roter Knoten wird errichtet!"
+
'''Default value:''' "Red Node Constructed!"
  
 
====UnattainableNodeString====
 
====UnattainableNodeString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Nicht verknüpfte Knoten können Sie nicht erobern!"
+
'''Default value:''' "You Cannot Capture Unlinked Nodes!"
  
 
====UnhealablePowerCoreString====
 
====UnhealablePowerCoreString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Sie können Ihren Kern nicht heilen!"
+
'''Default value:''' "You can't heal your Core!"
  
 
====UnpoweredString====
 
====UnpoweredString====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "Geschützturm ist ohne Energie!"
+
'''Default value:''' "Turret is Unpowered!"
  
 
===Internal variables===
 
===Internal variables===
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "1 Punkt für Sieg in Verlängerung"
+
'''Default value:''' "1 Point for Overtime win"
  
 
====RedColor====
 
====RedColor====
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<!-- enter variable description -->
 
<!-- enter variable description -->
  
'''Default value:''' "2 Punkte für Sieg in regulärer Spielzeit"
+
'''Default value:''' "2 Points for Regulation Win"
  
 
===Default values===
 
===Default values===
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|-
 
|-
 
| {{tl|Lifetime||LocalMessage}}
 
| {{tl|Lifetime||LocalMessage}}
| 2.0
+
| 2.5
 
|-
 
|-
 
| {{tl|MessageArea||UTLocalMessage}}
 
| {{tl|MessageArea||UTLocalMessage}}

Revision as of 07:40, 23 May 2008

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

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

Properties

Property group 'Message'

BluePowerNodeAttackedString

Type: string

Modifiers: localized


Default value: "Blue Node under Attack!"

BluePowerNodeDestroyedString

Type: string

Modifiers: localized


Default value: "Blue Node Destroyed"

BluePowerNodeSeveredString

Type: string

Modifiers: localized


Default value: "Blue Node Isolated!"

BluePowerNodeUnderConstructionString

Type: string

Modifiers: localized


Default value: "Blue Node Constructing!"

BluePrimeNodeAttackedString

Type: string

Modifiers: localized


Default value: "Prime Node under Attack!"

BlueTeamDominatesString

Type: string

Modifiers: localized


Default value: "Blue Team wins the round!"

BlueTeamNodeConstructedString

Type: string

Modifiers: localized


Default value: "Blue Node Constructed!"

DrawString

Type: string

Modifiers: localized


Default value: "DRAW - Both Cores Drained!"

InvincibleCoreString

Type: string

Modifiers: localized


Default value: "You Cannot Damage Unlinked Nodes!"

NodeBusterString

Type: string

Modifiers: localized


Default value: "Node Buster!"

NoTeleportWithOrb

Type: string

Modifiers: localized


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

PowerCoresAreDrainingString

Type: string

Modifiers: localized


Default value: "Cores are draining!"

PowerNodeShieldedByOrbString

Type: string

Modifiers: localized


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

PowerNodeTemporarilyShieldedString

Type: string

Modifiers: localized


Default value: "Node has Temporary Shielding!"

RedPowerNodeAttackedString

Type: string

Modifiers: localized


Default value: "Red Node under Attack!"

RedPowerNodeDestroyedString

Type: string

Modifiers: localized


Default value: "Red Node Destroyed"

RedPowerNodeSeveredString

Type: string

Modifiers: localized


Default value: "Red Node Isolated!"

RedPowerNodeUnderConstructionString

Type: string

Modifiers: localized


Default value: "Red Node Constructing!"

RedPrimeNodeAttackedString

Type: string

Modifiers: localized


Default value: "Prime Node under Attack!"

RedTeamDominatesString

Type: string

Modifiers: localized


Default value: "Red Team wins the round!"

RedTeamNodeConstructedString

Type: string

Modifiers: localized


Default value: "Red Node Constructed!"

UnattainableNodeString

Type: string

Modifiers: localized


Default value: "You Cannot Capture Unlinked Nodes!"

UnhealablePowerCoreString

Type: string

Modifiers: localized


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

UnpoweredString

Type: string

Modifiers: localized


Default value: "Turret is Unpowered!"

Internal variables

ErrorSound

Type: SoundCue


Default value: SoundCue'A_Gameplay.ONS.A_GamePlay_ONS_CoreImpactShieldedCue'

GoldColor

Type: Object.Color


Default value:

Member Value
A 255
B 128
G 255
R 255

MessageAnnouncements

Type: SoundNodeWave

Array size: 45


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

Default value, index 30: SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_YouCannotCaptureAnUnlinkedNode'

Default value, index 31: SoundNodeWave'A_Announcer_Reward.Rewards.A_RewardAnnouncer_NodeBuster'

MiniMapMessage

Type: byte

Array size: 45

If 1, display this message in small font near minimap

Default value, index 10: 1

Default value, index 16: 1

Default value, index 17: 1

Default value, index 18: 1

Default value, index 23: 1

Default value, index 24: 1

Default value, index 27: 1

Default value, index 28: 1

Default value, index 29: 1

Default value, index 30: 1

OverTimeWin

Type: string

Modifiers: localized


Default value: "1 Point for Overtime win"

RedColor

Type: Object.Color


Default value:

Member Value
A 255
B 48
G 64
R 255

RegulationWin

Type: string

Modifiers: localized


Default value: "2 Points for Regulation Win"

Default values

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

Static functions

AnnouncementLevel

static function byte AnnouncementLevel (byte MessageIndex)

Overrides: UTLocalMessage.AnnouncementLevel


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


GetColor

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

Overrides: LocalMessage.GetColor


GetFontSize

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

Overrides: LocalMessage.GetFontSize


GetLifeTime

static function float GetLifeTime (int Switch)

Overrides: LocalMessage.GetLifeTime


GetPos

static function float GetPos (int Switch, HUD myHUD)

Overrides: UTLocalMessage.GetPos


GetString

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

static function bool IsConsoleMessage (int Switch)

Overrides: LocalMessage.IsConsoleMessage


IsKeyObjectiveMessage

static function bool IsKeyObjectiveMessage (int Switch)

Overrides: LocalMessage.IsKeyObjectiveMessage


PartiallyDuplicates

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