I don't need to test my programs. I have an error-correcting modem.

Difference between revisions of "User:Jrubzjeknf/TeamSpecificActors/TeamSpecificTriggerableJumppad"

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(Added autogenerated descriptions)
 
m (wrong package)
 
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| game = UT2004
 
| game = UT2004
 
| engine = UE2
 
| engine = UE2
| package = UltimateMappingTools
+
| package = TeamSpecificActors_v2
 
| parent1 = UTJumpPad
 
| parent1 = UTJumpPad
 
| parent2 = JumpPad
 
| parent2 = JumpPad

Latest revision as of 13:00, 6 January 2011

UT2004 Object >> Actor >> NavigationPoint >> JumpPad >> UTJumpPad >> TeamSpecificTriggerableJumppad (custom)
Package: 
TeamSpecificActors_v2


Players are treated differently based on what team they're on. While one player can use the jumppad like always, the other is denied from doing that. Being denied can be combined with getting a message (custom colors supported) and/or a sound.

Full documentation on TeamSpecificActors_v2.u can be downloaded from: http://unrealized-potential.com/forum/index.php?act=Attach&type=post&id=5135

Properties

Property group 'TeamSpecificTriggerableJumppad'

bAssignToClosestObjective

Type: bool


BelongsToTeam

Type: int

To what team this Teleporter belongs

bInitialyActive

Type: bool


Default value: True

bSwitchColorOnReset

Type: bool

If the color should change on reset

Default value: True

DeniedMessage

Type: string

Dynamic Message sent to players of the wrong team

DeniedMessageColor

Type: Object.Color

Color of the message for players of the wrong team

Default value:

Member Value
A 255

DeniedMessageLifetime

Type: int

How long the message should be on the player's screen

Default value: 1

DeniedSound

Type: Sound

Sound for players of the wrong team

Internal variables

bActive

Type: bool


bChangeOnNextReset

Type: bool

hack for Assault resetting the first round

bIsASorONS

Type: bool

if true, change teams

bIsASPractiseRound

Type: bool

do nothing when the next reset is actually the start of the match

Default value: True

ClosestObjective

Type: GameObjective

used to assign teamnum by objective

CurrentMessage

Type: string

Real Message

ReplicationCounter

Type: int


Default values

Property Value
bAlwaysRelevant True
Texture Texture'UltimateMappingTools_Tex.Icons.TS_NavPoint'

Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: UTJumpPad.PostBeginPlay


SpecialCost

event int SpecialCost (Pawn Other, ReachSpec Path)

Overrides: NavigationPoint.SpecialCost


Touch

event Touch (Actor Other)

Overrides: UTJumpPad.Touch


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


Other instance functions

GetClosestObjective

function GameObjective GetClosestObjective ()


Reset

function Reset ()

Overrides: JumpPad.Reset