Gah - a solution with more questions. – EntropicLqd
User:Crusha/UltimateMappingTools/UltimateRadarMap
Contents
- 1 Properties
- 2 Functions
- 3 Properties
- 3.1 bMapDisabled
- 3.2 bShowEnemyObjectiveCarrier
- 3.3 bShowNonClassifiedGameObjectives
- 3.4 bShowOwnObjectiveCarrier
- 3.5 bTrackVehiclesOnRadar
- 3.6 IconScale
- 3.7 MapCenterLocation
- 3.8 Objectives
- 3.9 PCOwner
- 3.10 RadarPosX
- 3.11 RadarPosY
- 3.12 RadarRange
- 3.13 RadarScale
- 3.14 RadarTrans
- 3.15 VehicleLRIMaster
- 4 Functions
- 5 Properties
- 6 Functions
- Package:
- UltimateMappingTools
Place this Actor in the map to be able to display an ONSlaught-like RadarMap in the HUD in any gametype you wish.
Supported are CTF gametypes (CTF, CTF4, VCTF), BR gametypes (BR, BR4, Bombing Spree Mutator), Domination (DOM, Triple Domination) and Assault. Supported means, that those will display the GameObjectives properly for that gametype. Unsupported gametypes can still be set to show all currently active GameObjectives or just simply show the RadarMap to give some feedback about your location.
In order to display a RadarMap you have to set one up in the LevelProperties as you would do in ONS.
Properties
Property group 'UltimateRadarMap'
bShowOwnObjectiveCarrier
Type: bool
Shows the location of the own flag/bomb carrier (i.e. your teammember that stole the enemy flag) on radar.
Default value: True
bShowEnemyObjectiveCarrier
Type: bool
Shows the location of the enemy flag/bomb carrier on radar.
bShowNonClassifiedGameObjectives
Type: bool
Shows GameObjectives on the radar that are neither Flags, nor DomintationPoints, nor Bombs, nor BombDeliveries. I.e. Assault Objectives.
Default value: True
bUseActorLocationAsMapCenter
Type: bool
If true, the map center is not assumed to be at 0,0,0 but at the location of this Actor. This way you don't have to adjust the entire rest of your map to match the center of the editor.
Default value: True
Internal variables
bAddedOverlay
Type: bool
The HUDOverlay has been added by Tick() already.
bDisabled
Type: bool
Some Mutator wants us disabled, so we obey.
bHasRadarVehicles
Type: bool
If no UltimateVehicleFactories are in the match or none of them has a vehicle that should be shown on the radar, we can tell the HUDOverlay to save some performance by skipping that check.
Default values
Property | Value |
---|---|
bNoDelete | True |
NetUpdateFrequency | 1.0 |
RemoteRole | ROLE_SimulatedProxy |
Functions
Events
BeginPlay
Overrides: Actor.BeginPlay
Check for Radar Mutators and disable us if one is found or if we are in an ONS map since that one already has a radar map.
PostBeginPlay
Overrides: Actor.PostBeginPlay
Check if there are vehicles that should be tracked on the radar.
Tick
Overrides: Actor.Tick
Used on clients to spawn the HUDOverlay.
Other instance functions
HealDamage
Overrides: Actor.HealDamage
Hack:
If some Mutator knows about us but doesn't want to deal with our variables and functions in particular because he doesn't want to compile us with him, he can use this method.
By calling this very basic function that exists in the Actor class, he can use a plain A.IsA('UltimateRadarMap') and then A.HealDamage() to disable the radar stuff.
I simply assume that no code out there would ever attempt to heal damage on an unknown Info class for whatever reason. But to be absolutely sure, the Amount must be less than 0. ;)
It's recommend to make this happen before PostBeginPlay().
MutatorCheck
Returns True if a loaded Mutator affects the radar and thus we should rather disable ourselves. It is only checked if "Radar" is in the GroupName of the Mutator.
Object >> Actor >> HudOverlay >> UltimateRadarMapHUDOverlay (custom) |
- Package:
- UltimateMappingTools
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Shows the Radar Map in the player's HUD.
Properties
bMapDisabled
Type: bool
Can be toggled by the player.
bShowEnemyObjectiveCarrier
Type: bool
bShowNonClassifiedGameObjectives
Type: bool
bShowOwnObjectiveCarrier
Type: bool
bTrackVehiclesOnRadar
Type: bool
IconScale
Type: float
MapCenterLocation
Type: Object.Vector
Objectives
Type: array<GameObjective>
PCOwner
Type: PlayerController
RadarPosX
Type: float
RadarPosY
Type: float
RadarRange
Type: float
RadarScale
Type: float
RadarTrans
Type: float
VehicleLRIMaster
Type: UltimateRadarVehicleLRIMaster
The manager of all radar-related vehicle replication. There should be only one at a time.
Functions
Events
BeginPlay
Overrides: Actor.BeginPlay
PostBeginPlay
Overrides: Actor.PostBeginPlay
Tick
Overrides: Actor.Tick
Other instance functions
bDrawRadar
DrawRadar
Render
Overrides: HudOverlay.Render
ToggleRadarMap
Object >> Interactions >> Interaction >> UltimateRadarMapInteraction (custom) |
- Package:
- UltimateMappingTools
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Used by the UltimateRadarMapHUDOverlay to toggle the RadarMap on or off with F12.
Properties
ParentRadarMapHUDOverlay
Type: UltimateRadarMapHUDOverlay
Set by the HUDOverlay that created us.