UE3:UTCTFFlag (UT3)
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Object >> Actor >> UTCarriedObject >> UTCTFFlag |
- Package:
- UTGame
- Direct subclasses:
- UTCTFBlueFlag, UTCTFRedFlag, UTGreedFlag
- This class in other games:
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
bBringDownFromBright
Type: bool
if true the bright param has peaked and now we need to phase the flag out
bBringUpBright
Type: bool
if true the flag is just starting to res out and needs its bright param ramped up
bFadingOut
Type: bool
Modifiers: repnotify
bRespawning
Type: bool
Modifiers: repnotify
bWasClothEnabled
Type: bool
FlagMinViewDist
Type: float
Hide flag if closer than this, to avoid camera clipping
Default value: 50.0
HoverboardingClothVelClamp
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 300.0 |
Y | 300.0 |
Z | 200.0 |
LastLocationPingTime
Type: float
Default value: -100.0
LightEnvironment
Type: DynamicLightEnvironmentComponent
The Flags's light environment
Default value: DynamicLightEnvironmentComponent'FlagLightEnvironment'
MICArray
Type: array<MaterialInstanceConstant>
RespawnEffect
Type: ParticleSystem
particle system to play when the flag respawns at home base
RunningClothVelClamp
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 500.0 |
Y | 500.0 |
Z | 200.0 |
SkelMesh
Type: SkeletalMeshComponent
The Skeletal Mesh of the flag
Default value: SkeletalMeshComponent'TheFlagSkelMesh'
SuccessfulCaptureSystem
Type: ParticleSystemComponent
Default values
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bCollideActors | True | ||||||||||
bHardAttach | True | ||||||||||
bHome | True | ||||||||||
bUseTeamColorForIcon | True | ||||||||||
Components[1] | PointLightComponent'FlagLightComponent' | ||||||||||
Components[2] | DynamicLightEnvironmentComponent'FlagLightEnvironment' | ||||||||||
Components[3] | SkeletalMeshComponent'TheFlagSkelMesh' | ||||||||||
FlagLight | PointLightComponent'FlagLightComponent' | ||||||||||
GameObjBone3P | 'b_Spine2' | ||||||||||
GameObjOffset1P |
| ||||||||||
GameObjOffset3P |
| ||||||||||
GameObjRot1P |
| ||||||||||
GameObjRot3P |
| ||||||||||
HomeBaseOffset |
| ||||||||||
IconCoords |
| ||||||||||
MapSize | 0.4 | ||||||||||
NetPriority | 3.0 |
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTCarriedObject.CollisionCylinder
Property | Value |
---|---|
CollisionHeight | 85.0 |
FlagLightComponent
Class: Engine.PointLightComponent
Property | Value | ||||||
---|---|---|---|---|---|---|---|
Brightness | 5.0 | ||||||
CastShadows | False | ||||||
LightingChannels |
| ||||||
Radius | 250.0 |
FlagLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Property | Value |
---|---|
bDynamic | False |
TheFlagSkelMesh
Class: Engine.SkeletalMeshComponent
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bAutoFreezeClothWhenNotRendered | True | ||||||||
bEnableClothSimulation | True | ||||||||
bHasPhysicsAssetInstance | True | ||||||||
BlockRigidBody | True | ||||||||
bUpdateSkelWhenNotRendered | False | ||||||||
bUseAsOccluder | False | ||||||||
ClothWind |
| ||||||||
LightEnvironment | DynamicLightEnvironmentComponent'UTGame.Default__UTCTFFlag:FlagLightEnvironment' | ||||||||
RBChannel | RBCC_Nothing | ||||||||
RBCollideWithChannels |
| ||||||||
Translation |
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Functions
Events
OnBaseChainChanged
Overrides: UTCarriedObject.OnBaseChainChanged
Update damping on the cloth sim based on what we are doing.
PostBeginPlay
Overrides: UTCarriedObject.PostBeginPlay
ReplicatedEvent
Overrides: UTCarriedObject.ReplicatedEvent
Tick
Overrides: Actor.Tick
Other instance functions
bringUpBrightOff
ClientReturnedHome
Overrides: UTCarriedObject.ClientReturnedHome
called on the client when the flag is returned
CustomFadeOutEffects
intended to have different flags override if they need custom effects just before a flag is returned to it's base
CustomRespawnEffects
Intended to have different flags override if they need custom effects such as material params set on a respawn
Drop
Overrides: UTCarriedObject.Drop
called to drop the flag
SameTeamTouch
SetFlagDynamicLightToNotBeDynamic
This is used to set the LightEnvironment to not be dynamic. Basically when a flag is dropped we need to update the LightEnvironment and then set it to not update anymore.
SetFlagPropertiesToStationaryFlagState
This function will set the flag properties back to what they should be when the flag is stationary. (i.e. dropped or at a flag base
SetHolder
Overrides: UTCarriedObject.SetHolder
ShouldMinimapRenderFor
Overrides: UTCarriedObject.ShouldMinimapRenderFor
returns true if should be rendered for passed in player
ValidHolder
Overrides: UTCarriedObject.ValidHolder
States
Dropped
Inherits from: UTCarriedObject.Dropped
Dropped.Timer
Overrides: UTCarriedObject.Dropped.Timer
Dropped.SameTeamTouch
Overrides: SameTeamTouch (global)
Home
Inherits from: UTCarriedObject.Home
Modifiers: auto
Ignores: Drop, Score, SendHome
Home.BeginState
Overrides: UTCarriedObject.Home.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Home.EndState
Overrides: UTCarriedObject.Home.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Home.SameTeamTouch
Overrides: SameTeamTouch (global)