Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:UTTimerMessage (UDK)

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UDK Object >> LocalMessage >> UTLocalMessage >> UTTimerMessage
Package: 
UTGame
This class in other games:
UT3

this plays the "X minutes/seconds remaining" announcements

Properties

Announcements

Type: array<UTPlayerController.ObjectiveAnnouncementInfo>


Default value, index 1:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_Countdown_01'
AnnouncementText "1..."

Default value, index 2:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_Countdown_02'
AnnouncementText "2..."

Default value, index 3:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_Countdown_03'
AnnouncementText "3..."

Default value, index 4:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_Countdown_04'
AnnouncementText "4..."

Default value, index 5:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_Countdown_05'
AnnouncementText "5..."

Default value, index 6:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_Countdown_06'
AnnouncementText "6..."

Default value, index 7:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_Countdown_07'
AnnouncementText "7..."

Default value, index 8:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_Countdown_08'
AnnouncementText "8..."

Default value, index 9:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_Countdown_09'
AnnouncementText "9..."

Default value, index 10:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_Countdown_10'
AnnouncementText "10..."

Default value, index 11:

Member Value
AnnouncementText "20 seconds left!"

Default value, index 12:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_30SecondsLeft'
AnnouncementText "30 seconds left!"

Default value, index 13:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_1MinutesRemain'
AnnouncementText "One minute remains!"

Default value, index 14:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_2MinutesRemain'
AnnouncementText "Two minutes remain!"

Default value, index 15:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_3MinutesRemain'
AnnouncementText "Three minutes remain!"

Default value, index 16:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_5MinutesRemain'
AnnouncementText "Five minute warning!"

Default value, index 17:

Member Value
AnnouncementSound SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_Overtime'
AnnouncementText "OVERTIME!"

Default values

Property Value
bIsConsoleMessage False
bIsUnique True
FontSize 1

Static functions

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


GetFontSize

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

Overrides: LocalMessage.GetFontSize


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