I love the smell of UnrealEd crashing in the morning. – tarquin

UE3:UTPlayerReplicationInfo (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 07:01, 17 January 2010 by Wormbo (Talk | contribs) (1 revision: class descriptions for UDK January update (part 8))

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> Actor >> Info >> ReplicationInfo >> PlayerReplicationInfo >> UTPlayerReplicationInfo
Package: 
UTGame
This class in other games:
UT3


Properties[edit]

bHolding[edit]

Type: bool

True if associated bot is currently holding its position

CharClassInfo[edit]

Type: class<UTFamilyInfo>

Modifiers: repnotify

Class that the player has chosen to be

Default value: Class'UTGame.UTFamilyInfo_Liandri_Male'

CharPortrait[edit]

Type: Texture

Texture of render of custom character head.

Default value: Texture2D'CH_IronGuard_Headshot.HUD_Portrait_Liandri'

ClanTag[edit]

Type: string

Modifiers: databinding

The clan tag for this player

DeathStats[edit]

Type: array<IntStat>

holds all death stats (this player's deaths instigated by another player, sorted by weapon/damagetype)

DefaultHudColor[edit]

Type: Object.Color

Used for revenge reward, and for avoiding respawning near killer

Default value:

Member Value
A 255
B 255
G 255
R 64

DrivingStats[edit]

Type: array<TimeStat>

Time spent driving, sorted by vehicle

EventStats[edit]

Type: array<IntStat>

holds event stats (mostly reward announcer related

HasFlag[edit]

Type: UTCarriedObject

Modifiers: private


HUDLocation[edit]

Type: Object.Vector


KillStats[edit]

Type: array<IntStat>

holds all kill stats (this player's kills, sorted by weapon/damagetype)

LastKillerPRI[edit]

Type: UTPlayerReplicationInfo


LastKillTime[edit]

Type: float


Default value: -5.0

MultiKillLevel[edit]

Type: int


NodeStats[edit]

Type: array<IntStat>

holds node captured/built/healed and core damaged/destroyed stats

OrdersIndex[edit]

Type: byte


OrdersString[edit]

Type: string

Array size: 8

Modifiers: localized


PickupStats[edit]

Type: array<IntStat>

Armor, health, and powerups picked up by this player

PowerupTimeStats[edit]

Type: array<TimeStat>

Time spent holding powerups and flag/orb

SinglePlayerCharacterIndex[edit]

Type: int

Determines which character this player will be in the single player game

Default value: -1

spree[edit]

Type: int


Squad[edit]

Type: UTSquadAI


StartObjective[edit]

Type: UTGameObjective

Modifiers: repnotify


SuicideStats[edit]

Type: array<IntStat>

holds all suicide stats (this player's suicides, sorted by weapon/damagetype)

TemporaryStartObjective[edit]

Type: UTGameObjective


VehicleKillStats[edit]

Type: array<IntStat>

Stats of vehicles killed by this player

VoiceClass[edit]

Type: class<UTVoice>


Default value: Class'UTGame.UTVoice_Robot'

Default values[edit]

Property Value
StringUnknown "Midfield"

Structs[edit]

IntStat[edit]

Modifiers: native

Stats related variables

name StatName 
int StatValue 

TimeStat[edit]

Modifiers: native

name StatName 
float TotalTime 
float CurrentStart 

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: PlayerReplicationInfo.Destroyed


GetHudColor[edit]

simulated event Object.Color GetHudColor ()


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: PlayerReplicationInfo.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: PlayerReplicationInfo.Reset


Other instance functions[edit]

AddToNodeStat[edit]

function int AddToNodeStat (name NewStatName, int Amount)


AllowClientToTeleport[edit]

function bool AllowClientToTeleport (Actor DestinationActor, out UTPawn OwnerPawn)

The function is used to setup the conditions that allow a teleport. It also defers to the gameinfo

Parameters:

  • DestinationActor - The actor to teleport to
  • OwnerPawn - returns the pawn owned by the controlling owner casts to UTPawn

Returns:

True if the teleport is allowed

AttemptMidGameMenu[edit]

simulated function bool AttemptMidGameMenu ()


CopyProperties[edit]

function CopyProperties (PlayerReplicationInfo PRI)

Overrides: PlayerReplicationInfo.CopyProperties


GetCallSign[edit]

simulated function string GetCallSign ()


GetFlag[edit]

function UTCarriedObject GetFlag ()


GetLocationName[edit]

simulated function string GetLocationName ()

Overrides: PlayerReplicationInfo.GetLocationName


GetStartObjective[edit]

function UTGameObjective GetStartObjective ()


IncrementDeathStat[edit]

function int IncrementDeathStat (name NewStatName)


IncrementEventStat[edit]

function int IncrementEventStat (name NewStatName)


IncrementKills[edit]

function IncrementKills (bool bEnemyKill)


IncrementKillStat[edit]

function int IncrementKillStat (name NewStatName)


IncrementNodeStat[edit]

function int IncrementNodeStat (name NewStatName)


IncrementPickupStat[edit]

function int IncrementPickupStat (name NewStatName)


IncrementSuicideStat[edit]

function int IncrementSuicideStat (name NewStatName)


IncrementVehicleKillStat[edit]

function int IncrementVehicleKillStat (name NewStatName)


OverrideWith[edit]

function OverrideWith (PlayerReplicationInfo PRI)

Overrides: PlayerReplicationInfo.OverrideWith


SeamlessTravelTo[edit]

function SeamlessTravelTo (PlayerReplicationInfo NewPRI)

Overrides: PlayerReplicationInfo.SeamlessTravelTo

called by seamless travel when initializing a player on the other side - copy properties to the new PRI that should persist

ServerTeleportToActor[edit]

server reliable function ServerTeleportToActor (Actor DestinationActor)

This function is used to teleport directly to actor. Currently, only 2 types of actors support teleporting. UTGameObjectives and UTVehicle_Leviathans.

Parameters:

  • DestinationActor - This is the Actor the player is trying to teleport to

SetFlag[edit]

function SetFlag (UTCarriedObject NewFlag)


SetStartObjective[edit]

reliable server function SetStartObjective (UTGameObjective Objective, bool bTemporary)


ShouldBroadCastWelcomeMessage[edit]

simulated function bool ShouldBroadCastWelcomeMessage (optional bool bExiting)

Overrides: PlayerReplicationInfo.ShouldBroadCastWelcomeMessage

Returns true if should broadcast player welcome/left messages. Current conditions: must be a human player a network game

ShowMidGameMenu[edit]

reliable simulated client function ShowMidGameMenu (bool bInitial)


StartDrivingStat[edit]

function StartDrivingStat (name NewStatName)


StartPowerupTimeStat[edit]

function StartPowerupTimeStat (name NewStatName)


StopDrivingStat[edit]

function StopDrivingStat (name NewStatName)


StopPowerupTimeStat[edit]

function StopPowerupTimeStat (name NewStatName)


UpdatePlayerLocation[edit]

function UpdatePlayerLocation ()

Overrides: PlayerReplicationInfo.UpdatePlayerLocation