My program doesn't have bugs. It just develops random features.

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

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m (updated defaults)
 
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| {{tl|AnnouncementPriority||UTLocalMessage}}
 
| {{tl|AnnouncementPriority||UTLocalMessage}}
 
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| 5
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| {{tl|bIsConsoleMessage||LocalMessage}}
 
| False
 
 
|-
 
|-
 
| {{tl|bIsPartiallyUnique||LocalMessage}}
 
| {{tl|bIsPartiallyUnique||LocalMessage}}

Latest revision as of 07:14, 16 August 2009

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

Special vehicle-related messages, such as hijack announcements and blocked vehicle spawn notifications.

Properties[edit]

CustomMessageArea[edit]

Type: array<int>

Unused.

DrawColors[edit]

Type: array<Object.Color>

HUD colors for the various messages.

Default value, index 0:

Member Value
A 255
B 128
G 255
R 255

Default value, index 1:

Member Value
A 255
B 255
G 160
R 0

Default value, index 2:

Member Value
A 255
B 0
G 0
R 255

Default value, index 3:

Member Value
A 255
B 0
G 0
R 255

Default value, index 4:

Member Value
A 255
B 255
G 255
R 255

Default value, index 5:

Member Value
A 255
B 255
G 255
R 255

MessageAnnouncements[edit]

Type: array<SoundNodeWave>

Announcement sounds for the various messages.

Default value, index 4: SoundNodeWave'A_Announcer_Reward.Rewards.A_RewardAnnouncer_Hijacked'

Default value, index 5: SoundNodeWave'A_Announcer_Reward.Rewards.A_RewardAnnouncer_CarJacked'

MessageText[edit]

Type: array<string>

Modifiers: localized

The message strings.

Default value, index 0: "Viper self destruct system not yet engaged."

Default value, index 1: "Vehicle is Locked."

Default value, index 2: "You are in the way of a vehicle spawning."

Default value, index 3: "Leviathan is online."

Default value, index 4: "Hijacked!"

Default value, index 5: "Carjacked!"

Default values[edit]

Property Value
AnnouncementPriority 5
bIsPartiallyUnique True
FontSize 2
MessageArea 2

Static functions[edit]

AnnouncementLevel[edit]

static function byte AnnouncementLevel (byte MessageIndex)

Overrides: UTLocalMessage.AnnouncementLevel

Returns announcer level 2 for all messages.

AnnouncementSound[edit]

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

Overrides: UTLocalMessage.AnnouncementSound

Returns the announcement sound for the specified message.

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

Plays the received message's corresponding announcement, if the message has an announcement sound.

GetColor[edit]

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

Overrides: LocalMessage.GetColor

Returns the specified message's corresponding HUD color.

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

Returns the specified message's corresponding message text.