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UE3:UTVoice (UDK)

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UDK Object >> LocalMessage >> UTLocalMessage >> UTVoice

Contents

Package: 
UTGame
Direct subclass:
UTVoice_Robot
This class in other games:
UT3


Constants[edit]

ORBKILLINDEXSTART[edit]

Value: 500

Index offsets for message groups

ACKINDEXSTART[edit]

Value: 600


FRIENDLYFIREINDEXSTART[edit]

Value: 700


GOTYOURBACKINDEXSTART[edit]

Value: 800


NEEDOURFLAGINDEXSTART[edit]

Value: 900


SNIPERINDEXINDEXSTART[edit]

Value: 1000


LOCATIONUPDATEINDEXSTART[edit]

Value: 1100


INPOSITIONINDEXSTART[edit]

Value: 1200


ENEMYSTATUSINDEXSTART[edit]

Value: 1300


KILLEDVEHICLEINDEXSTART[edit]

Value: 1400


ENEMYFLAGCARRIERINDEXSTART[edit]

Value: 1500


HOLDINGFLAGINDEXSTART[edit]

Value: 1600


AREASECUREINDEXSTART[edit]

Value: 1700


GOTOURFLAGINDEXSTART[edit]

Value: 1900


NODECONSTRUCTEDINDEXSTART[edit]

Value: 2000


Properties[edit]

AckSounds[edit]

Type: array<SoundNodeWave>


AreaSecureSounds[edit]

Type: array<SoundNodeWave>


EnemyFlagCarrierHereSound[edit]

Type: SoundNodeWave


EnemyFlagCarrierHighSound[edit]

Type: SoundNodeWave


EnemyFlagCarrierLowSound[edit]

Type: SoundNodeWave


EnemyFlagCarrierSound[edit]

Type: SoundNodeWave


EnemyOrbCarrierSound[edit]

Type: SoundNodeWave


FriendlyFireSounds[edit]

Type: array<SoundNodeWave>


GotOurFlagSound[edit]

Type: SoundNodeWave


GotYourBackSounds[edit]

Type: array<SoundNodeWave>


HaveFlagSounds[edit]

Type: array<SoundNodeWave>


HaveOrbSounds[edit]

Type: array<SoundNodeWave>


IncomingSound[edit]

Type: SoundNodeWave


InPositionSounds[edit]

Type: array<SoundNodeWave>


LocationSpeechOffset[edit]

Type: int

Offset into actor specific location speech array

MidfieldSound[edit]

Type: SoundNodeWave


NeedOurFlagSounds[edit]

Type: array<SoundNodeWave>


OrbKillSounds[edit]

Type: array<SoundNodeWave>


SniperSounds[edit]

Type: array<SoundNodeWave>


Default values[edit]

Property Value
AnnouncementDelay 0.75
AnnouncementPriority -1
bIsConsoleMessage False
bShowPortrait True

Static functions[edit]

AddAnnouncement[edit]

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

Overrides: UTLocalMessage.AddAnnouncement


AllowVoiceMessage[edit]

static function bool AllowVoiceMessage (name MessageType, UTPlayerController PC, PlayerController Recipient)


AnnouncementSound[edit]

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

Overrides: UTLocalMessage.AnnouncementSound


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


EnemySound[edit]

static function SoundNodeWave EnemySound (PlayerController PC, Object OptionalObject)


GetAckMessageIndex[edit]

static function int GetAckMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


GetFriendlyFireMessageIndex[edit]

static function int GetFriendlyFireMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


GetGotYourBackMessageIndex[edit]

static function int GetGotYourBackMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


GetMessageIndex[edit]

static function int GetMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, class<DamageTypeDamageType)


GetNeedOurFlagMessageIndex[edit]

static function int GetNeedOurFlagMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


GetOrbKillMessageIndex[edit]

static function int GetOrbKillMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, class<DamageTypeDamageType)


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


InitCombatUpdate[edit]

static function InitCombatUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


InitSniperUpdate[edit]

static function InitSniperUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


InitStatusUpdate[edit]

static function InitStatusUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


KilledVehicleSound[edit]

static function SoundNodeWave KilledVehicleSound (PlayerController PC, Object OptionalObject)


SendEnemyFlagCarrierHereUpdate[edit]

static function SendEnemyFlagCarrierHereUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


SendEnemyStatusUpdate[edit]

static function SendEnemyStatusUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


SendInPositionMessage[edit]

static function SendInPositionMessage (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


SendKilledVehicleMessage[edit]

static function SendKilledVehicleMessage (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


SendLocalizedMessage[edit]

static function SendLocalizedMessage (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, int MessageIndex, optional Object LocationObject)


SendLocationUpdate[edit]

static function bool SendLocationUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, UTGame G, Pawn StatusPawn, optional bool bDontSendMidfield)


SendVoiceMessage[edit]

static function SendVoiceMessage (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, class<DamageTypeDamageType)


SetHoldingFlagUpdate[edit]

static function SetHoldingFlagUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


ShouldBeRemoved[edit]

static function bool ShouldBeRemoved (UTQueuedAnnouncement MyAnnouncement, class<UTLocalMessageNewAnnouncementClass, int NewMessageIndex)

Overrides: UTLocalMessage.ShouldBeRemoved

Kill regular voice messages if doing banter, or if there are too many voice messages in front of them