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

UE3:UTVictoryMessage (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> LocalMessage >> UTLocalMessage >> UTVictoryMessage
Package: 
UTGame
This class in other games:
UT3


Properties

VictorySounds

Type: SoundNodeWave

Array size: 6


Default value, index 0: SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_FlawlessVictory'

Default value, index 1: SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_HumiliatingDefeat'

Default value, index 2: SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_YouHaveWonTheMatch'

Default value, index 3: SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_YouHaveLostTheMatch'

Default value, index 4: SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_RedTeamWinsTheMatch'

Default value, index 5: SoundNodeWave'A_Announcer_Status.Status.A_StatusAnnouncer_BlueTeamWinsTheMatch'

Default values

Property Value
MessageArea 2

Static functions

AddAnnouncement

static function bool AddAnnouncement (UTAnnouncer Announcer, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject)

Overrides: UTLocalMessage.AddAnnouncement

kill all queued messages and play immediately

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