UE3:UTTypes (UT3)

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UT3 Object >> UTTypes
Package:
UTGame
This class in other games:

This will hold all of our enums and types and such that we need to use in multiple files where the enum can't be mapped to a specific file. Also to make these type available to the native land without forcing objects to be native.

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Enums

See UTTypes enums.

Structs

MusicForAMap

Modifiers: native

Describes music segments to be used in a map.

float Tempo
Default Tempo in Beats per Minute. (BPM) This value is used to determine when it makes sense to switch music segments and to keep the beats of playing segments in sync during crossfading. Custom values can be specified for each segment, but those are actually ignored. The game checks whether it should switch to a new segment on every even beat.
MusicSegment Action
Details about the music segment played during general combat action.
MusicSegment Ambient
Details about the music segment to play while there is no combat.
MusicSegment Intro
Details about the segment to play at map startup.
MusicSegment Suspense
Details about the suspense segment. This segment is played e.g. when the own team (but not the local player) has the enemy flag and the player is not involved in "combat".
MusicSegment Tension
Details about the tension segment. This segment is played e.g. when the enemy team (or both teams) has the player's flag and the player is not involved in "combat".
MusicSegment Victory
Details about the "victory" segment. This segment is played if the player is powered up, e.g. under the effect of UDamage, Berserk or Invulnerability, steers a Redeemer missile or drives a Leviathan, or when the player has the flag. Like suspense and tension, this segment is overruled by the action segment if the player is involved in combat.

Note: Custom gametypes may change the meaning of a music segment by replacing the UTMusicManager with their own implementation.

MusicSegment

Modifiers: native

float TempoOverride
Tempo in Beats per Minute. This allows for the specific segement to have a different BPM *
ECrossfadeType CrossfadeRule
crossfading always begins at the beginning of the measure *
int CrossfadeToMeNumMeasuresDuration
How many measures it takes to crossfade to this MusicSegment

(e.g. No matter which MusicSegement we are currently in when we crossfade to this one we will fade over this many measures.

SoundCue TheCue

Default values:

Property Value
CrossfadeRule CFT_BeginningOfMeasure
CrossfadeToMeNumMeasuresDuration 1

StingersForAMap

Modifiers: native

SoundCue Died
SoundCue DoubleKill
SoundCue EnemyGrabFlag
SoundCue FirstKillingSpree
SoundCue FlagReturned
SoundCue GrabFlag
SoundCue Kill
SoundCue LongKillingSpree
SoundCue MajorKill
SoundCue MonsterKill
SoundCue MultiKill
SoundCue ReturnFlag
SoundCue ScoreLosing
SoundCue ScoreTie
SoundCue ScoreWinning