User:Crusha/UltimateMappingTools/CountdownEventGate
CountdownEventGate
by Crusha K. Rool
- Package:
- UltimateMappingTools
Waits a certain time before triggering the next Event. The condition mustn't be untriggered in that time, or the countdown stops. There is a ToleranceTime in which the event can be triggered again to continue the current countdown.
Properties
Property group 'CountdownEventGate'
bBroadcastCountdown
Type: bool
Countdown will be broadcasted to the HUD.
Default value: True
bLoopCountdown
Type: bool
Triggers the Event all CountdownTime seconds until this gets untriggered.
BlueTeamMessages
Type: TeamMessage
Specific countdown messages for the blue team.
bNoUntrigger
Type: bool
This will only trigger an event but never untrigger it.
bSubtileCounting
Type: bool
If True, the timer will only appear in certain intervals. Otherwise it's always visible when the countdown is active.
bSwitchMessageTeamsAfterReset
Type: bool
Use all RedTeamMessages on the blue team in swapped rounds and the other way around.
Default value: True
CountdownPosX
Type: float
The relative location of the countdown in the HUD.
CountdownPosY
Type: float
Only the countdown - not the messages.
CountdownString
Type: string
Modifiers: localized
Displayed with the countdown. %c in the string will be replaced with a numerical representation of the countdown.
CountdownTime
Type: float
Wait for the CountdownTime before triggering the Event.
The Event will not get triggered if a part of the condition becomes False during the countdown. 0 disables this, but makes no sense.
Default value: 60.0
MessageType
Type: EMT_MessageType
The place and font for all messages to use.
Default value: EMT_CriticalEvent
RedTeamMessages
Type: TeamMessage
Specific countdown messages for the red team.
ScoreFontSize
Type: int
This int size controls how big the font is at different resolutions. -2 is normally quite good.
ToleranceTime
Type: float
If the whole condition gets False after being true, then you have this much time to get it True again to keep your CountdownTime progress. Otherwise you start over again. 0 disables this.
Property group 'Events'
CountdownStoppedEvent
Type: name
This will be triggered when the condition gets untriggered. You can use it to do something when the ToleranceTime starts.
ToleranceStoppedEvent
Type: name
This will be triggered when the condition gets triggered while the gate is in ToleranceTime.
Internal variables
BlueTeam
Type: byte
For Reset()
bMainCountdown
Type: bool
Do the main thing, not the tolerance.
bWasTolerance
Type: bool
Whether this actor was just in Tolerance, so write the ToleranceAbort-Msg.
CountdownProgress
Type: float
Saves the last CountdownTime for later re-use.
CountdownProgressInt
Type: int
Typecast it once to save performance.
MSGType
Type: name
RedTeam
Type: byte
For Reset()
TempInstigator
Type: Pawn
Remember, because of a gap to the next TriggerEvent.
ToleranceProgress
Type: float
Default values
Property | Value |
---|---|
NetUpdateFrequency | 2.0 |
RemoteRole | Role_SimulatedProxy |
Enums
EMT_MessageType
- EMT_Default
- Comment in chat window.
- EMT_CriticalEvent
- Big font on the center of the screen.
- EMT_DeathMessage
- Small in chat window.
- EMT_Say
- Small in chat window.
- EMT_TeamSay
- Small in chat window.
Structs
TeamMessage
- string MsgCountdownStart
- Message to display when the Countdown starts.
- string MsgCountdownSuccess
- Message to display when the Countdown runs out.
- string MsgCountdownAbort
- Message to display when the Countdown is aborted in time.
- string MsgToleranceSuccess
- Message to display when the ToleranceTime runs out.
- string MsgToleranceAbort
- Message to display when this is retriggered in the ToleranceTime.
Functions
Events
BeginPlay
Overrides: Actor.BeginPlay
PostBeginPlay
Overrides: Actor.PostBeginPlay
SetInitialState
Overrides: Actor.SetInitialState
Other instance functions
DisplayHUDMessage
Reset
Overrides: Actor.Reset
States
ClientTick
ClientTick.Tick
Overrides: Actor.Tick (global)
ServerTick
ServerTick.Tick
Overrides: Actor.Tick (global)
ServerTick.Trigger
Overrides: Actor.Trigger (global)
ServerTick.UnTrigger
Overrides: Actor.UnTrigger (global)
CountdownHUDOverlay
by Crusha K. Rool
Object >> Actor >> HudOverlay >> CountdownHUDOverlay (custom) |
- Package:
- UltimateMappingTools
Allows to specify a custom position to display the countdown in the HUD.
Properties
CountdownProgressInt
Type: int
Typecasted version of the countdown since floating points would be too confusing.
ParentCountdown
Type: CountdownEventGate
The CountdownEventGate that we watch.
PCOwner
Type: PlayerController
The PlayerController that owns this HUD.
ScoreFontSize
Type: int
The font size we will be using.
Instance functions
DisplayCountdown
Render
Overrides: HudOverlay.Render