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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- UTGame.UTCarriedObject
|
+-- UTGame.UTCTFFlag
UTCTFBlueFlag, UTCTFRedFlag, UTGreedFlag
| Constants Summary |
|---|
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Actor |
|---|
| ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
| Structures Summary |
|---|
| Inherited Structures from Engine.Actor |
|---|
| AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
| Functions Summary | ||
|---|---|---|
![]() | BeginState (Name PreviousStateName)) Home | |
![]() | bringUpBrightOff ())) | |
![]() | ClientReturnedHome ())) | |
![]() | CustomFadeOutEffects ())) | |
![]() | CustomRespawnEffects ())) | |
![]() | Drop (optional Controller Killer)) | |
![]() | EndState (Name NextStateName)) Home | |
![]() | OnBaseChainChanged ())) | |
![]() | PostBeginPlay ())) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | SameTeamTouch (Controller C)) | |
![]() | SameTeamTouch (Controller c)) Dropped | |
![]() | SameTeamTouch (Controller C)) Home | |
![]() | SetFlagDynamicLightToNotBeDynamic ())) | |
![]() | SetFlagPropertiesToStationaryFlagState ())) | |
![]() | SetHolder (Controller C)) | |
![]() | bool | ShouldMinimapRenderFor (PlayerController PC)) |
![]() | Tick (float DeltaTime)) | |
![]() | Timer ())) Dropped | |
![]() | bool | ValidHolder (Actor Other)) |
| States Summary |
|---|
| Dropped Source code |
|---|
|
state Dropped |
| SameTeamTouch, Timer |
| Home Source code |
|---|
|
auto state Home |
| BeginState, EndState, SameTeamTouch |
| Variables Detail |
|---|
if true the bright param has peaked and now we need to phase the flag out
if true the flag is just starting to res out and needs its bright param ramped up
Hide flag if closer than this, to avoid camera clipping
The Flags's light environment
particle system to play when the flag respawns at home base
The Skeletal Mesh of the flag
| Functions Detail |
|---|
BeginState Home Source code
bringUpBrightOff Source code
ClientReturnedHome Source code
CustomFadeOutEffects Source codeintended to have different flags override if they need custom effects just before a flag is returned to it's base
CustomRespawnEffects Source codeIntended to have different flags override if they need custom effects such as material params set on a respawn
Drop Source codeneed to reset the flag skel mesh translation
EndState Home Source code
OnBaseChainChanged Source codeUpdate damping on the cloth sim based on what we are doing.
PostBeginPlay Source code
ReplicatedEvent Source code
SameTeamTouch Source code
SameTeamTouch Dropped Source code
SameTeamTouch Home Source code
SetFlagDynamicLightToNotBeDynamic Source codeThis 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 Source codeThis 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 Source code
ShouldMinimapRenderFor Source codereturns true if should be rendered for passed in player
Tick Source code
Timer Dropped Source code
ValidHolder Source code| Defaultproperties |
|---|
defaultproperties
{
Begin Object Class=SkeletalMeshComponent Name=TheFlagSkelMesh ObjName=TheFlagSkelMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
bUpdateSkelWhenNotRendered=False
bHasPhysicsAssetInstance=True
bEnableClothSimulation=True
bAutoFreezeClothWhenNotRendered=True
ClothWind=(X=20.000000,Y=10.000000,Z=0.000000)
LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTCTFFlag:FlagLightEnvironment'
bUseAsOccluder=False
BlockRigidBody=True
RBChannel=RBCC_Nothing
RBCollideWithChannels=(Cloth=True)
Translation=(X=0.000000,Y=0.000000,Z=-40.000000)
Name="TheFlagSkelMesh"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
SkelMesh=TheFlagSkelMesh
RunningClothVelClamp=(X=500.000000,Y=500.000000,Z=200.000000)
HoverboardingClothVelClamp=(X=300.000000,Y=300.000000,Z=200.000000)
FlagMinViewDist=50.000000
Begin Object Class=DynamicLightEnvironmentComponent Name=FlagLightEnvironment ObjName=FlagLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
bDynamic=False
Name="FlagLightEnvironment"
ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
End Object
LightEnvironment=FlagLightEnvironment
LastLocationPingTime=-100.000000
bHome=True
bUseTeamColorForIcon=True
HomeBaseOffset=(X=0.000000,Y=0.000000,Z=1.000000)
MapSize=0.400000
IconCoords=(U=843.000000,V=86.000000,UL=46.000000,VL=44.000000)
GameObjBone3P="b_Spine2"
GameObjOffset3P=(X=0.000000,Y=16.000000,Z=0.000000)
GameObjRot3P=(Pitch=0,Yaw=16384,Roll=-16384)
GameObjOffset1P=(X=-45.000000,Y=-8.000000,Z=30.000000)
GameObjRot1P=(Pitch=0,Yaw=16384,Roll=-3640)
Begin Object Class=PointLightComponent Name=FlagLightComponent ObjName=FlagLightComponent Archetype=PointLightComponent'Engine.Default__PointLightComponent'
Radius=250.000000
Brightness=5.000000
CastShadows=False
LightingChannels=(Dynamic=False,CompositeDynamic=False)
Name="FlagLightComponent"
ObjectArchetype=PointLightComponent'Engine.Default__PointLightComponent'
End Object
FlagLight=FlagLightComponent
Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTCarriedObject:CollisionCylinder'
CollisionHeight=85.000000
ObjectArchetype=CylinderComponent'UTGame.Default__UTCarriedObject:CollisionCylinder'
End Object
Components(0)=CollisionCylinder
Components(1)=FlagLightComponent
Components(2)=FlagLightEnvironment
Components(3)=TheFlagSkelMesh
bHardAttach=True
bCollideActors=True
NetPriority=3.000000
CollisionComponent=CollisionCylinder
Name="Default__UTCTFFlag"
ObjectArchetype=UTCarriedObject'UTGame.Default__UTCarriedObject'
}
|
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