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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 |
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Enumerations Summary |
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Inherited Enumerations from Engine.Actor |
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ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
Structures Summary |
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Inherited Structures from Engine.Actor |
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AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
Functions Summary | ||
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![]() | 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 |
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Dropped Source code |
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state Dropped |
SameTeamTouch, Timer |
Home Source code |
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auto state Home |
BeginState, EndState, SameTeamTouch |
Variables Detail |
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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 |
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intended to have different flags override if they need custom effects just before a flag is returned to it's base
Intended to have different flags override if they need custom effects such as material params set on a respawn
need to reset the flag skel mesh translation
Update damping on the cloth sim based on what we are doing.
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.
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
returns true if should be rendered for passed in player
Defaultproperties |
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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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