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UTGame.UTCTFFlag

Extends
UTCarriedObject
Modifiers
native abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UTGame.UTCarriedObject
      |   
      +-- UTGame.UTCTFFlag

Direct Known Subclasses:

UTCTFBlueFlag, UTCTFRedFlag, UTGreedFlag

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
boolbBringDownFromBright
boolbBringUpBright
boolbFadingOut
boolbRespawning
boolbWasClothEnabled
floatFlagMinViewDist
vectorHoverboardingClothVelClamp
floatLastLocationPingTime
DynamicLightEnvironmentComponentLightEnvironment
array<MaterialInstanceConstant>MICArray
ParticleSystemRespawnEffect
vectorRunningClothVelClamp
SkeletalMeshComponentSkelMesh
ParticleSystemComponentSuccessfulCaptureSystem
Inherited Variables from UTGame.UTCarriedObject
Assists, bHome, bLastSecondSave, bLeavingDroppedState, BlueColor, bUseTeamColorForIcon, DefaultHeight, DefaultRadius, DroppedSound, FirstTouch, FlagLight, GameObjBone3P, GameObjOffset1P, GameObjOffset3P, GameObjRot1P, GameObjRot3P, GoldColor, HighlightScale, HighlightSpeed, Holder, HolderPRI, HomeBase, HomeBaseOffset, HUDLocation, IconCoords, IconTexture, LastAnchor, LastFlagSeeTime, LastHighlightUpdate, LastSeeMessageIndex, LastValidAnchorTime, MapSize, MaxDropTime, MaxHighlightScale, NeedToPickUpAnnouncements, OldBase, OldBaseBase, OldHolder, PickupSound, PickUpWaveForm, RedColor, ReturnedSound, TakenTime, Team, TossDistance
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

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
function BeginState (Name PreviousStateName))
Home
function bringUpBrightOff ()))
function ClientReturnedHome ()))
function CustomFadeOutEffects ()))
function CustomRespawnEffects ()))
function Drop (optional Controller Killer))
function EndState (Name NextStateName))
Home
event OnBaseChainChanged ()))
function PostBeginPlay ()))
event ReplicatedEvent (name VarName))
function SameTeamTouch (Controller C))
function SameTeamTouch (Controller c))
Dropped
function SameTeamTouch (Controller C))
Home
function SetFlagDynamicLightToNotBeDynamic ()))
function SetFlagPropertiesToStationaryFlagState ()))
function SetHolder (Controller C))
functionbool ShouldMinimapRenderFor (PlayerController PC))
function Tick (float DeltaTime))
function Timer ()))
Dropped
functionbool ValidHolder (Actor Other))
Inherited Functions from UTGame.UTCarriedObject
AutoSendHome, BaseChange, BeginState, BroadcastDroppedMessage, BroadcastReturnedMessage, BroadcastTakenDroppedMessage, BroadcastTakenFromBaseMessage, CalcSetHome, CheckFit, CheckPain, CheckTouching, ClearHolder, ClientReturnedHome, DrawIcon, Drop, EndState, FellOutOfWorld, FlagUse, GetIconTexture, GetKismetEventObjective, GetTeamNum, HighlightOnMinimap, KismetSendHome, Landed, LogDropped, LogReturned, LogTaken, NotReachableBy, OnBaseChainChanged, PhysicsVolumeChange, Position, PostBeginPlay, RenderEnemyMapIcon, RenderMapIcon, ReplicatedEvent, Score, SendFlagMessage, SendHome, SetHolder, SetHUDLocation, ShouldMinimapRenderFor, TakeDamage, Timer, Touch, ValidHolder
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors

States Summary
Dropped Source code
state Dropped
SameTeamTouch, Timer
Home Source code
auto state Home
BeginState, EndState, SameTeamTouch


Variables Detail

bBringDownFromBright Source code

var bool bBringDownFromBright;
if true the bright param has peaked and now we need to phase the flag out

bBringUpBright Source code

var bool bBringUpBright;
if true the flag is just starting to res out and needs its bright param ramped up

bFadingOut Source code

var repnotify bool bFadingOut;

bRespawning Source code

var repnotify bool bRespawning;

bWasClothEnabled Source code

var bool bWasClothEnabled;

FlagMinViewDist Source code

var float FlagMinViewDist;
Hide flag if closer than this, to avoid camera clipping

HoverboardingClothVelClamp Source code

var vector HoverboardingClothVelClamp;

LastLocationPingTime Source code

var float LastLocationPingTime;

LightEnvironment Source code

var DynamicLightEnvironmentComponent LightEnvironment;
The Flags's light environment

MICArray Source code

var array<MaterialInstanceConstant> MICArray;

RespawnEffect Source code

var ParticleSystem RespawnEffect;
particle system to play when the flag respawns at home base

RunningClothVelClamp Source code

var vector RunningClothVelClamp;

SkelMesh Source code

var SkeletalMeshComponent SkelMesh;
The Skeletal Mesh of the flag

SuccessfulCaptureSystem Source code

var ParticleSystemComponent SuccessfulCaptureSystem;


Functions Detail

BeginState Home Source code

function BeginState ( Name PreviousStateName) )

bringUpBrightOff Source code

simulated function bringUpBrightOff ( ) )

ClientReturnedHome Source code

simulated function ClientReturnedHome ( ) )

CustomFadeOutEffects Source code

simulated function CustomFadeOutEffects ( ) )
intended to have different flags override if they need custom effects just before a flag is returned to it's base

CustomRespawnEffects Source code

simulated function CustomRespawnEffects ( ) )
Intended to have different flags override if they need custom effects such as material params set on a respawn

Drop Source code

function Drop ( optional Controller Killer) )
need to reset the flag skel mesh translation

EndState Home Source code

function EndState ( Name NextStateName) )

OnBaseChainChanged Source code

simulated event OnBaseChainChanged ( ) )
Update damping on the cloth sim based on what we are doing.

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

SameTeamTouch Source code

function SameTeamTouch ( Controller C) )

SameTeamTouch Dropped Source code

function SameTeamTouch ( Controller c) )

SameTeamTouch Home Source code

function SameTeamTouch ( Controller C) )

SetFlagDynamicLightToNotBeDynamic Source code

function 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 Source code

function 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 Source code

function SetHolder ( Controller C) )

ShouldMinimapRenderFor Source code

simulated function bool ShouldMinimapRenderFor ( PlayerController PC) )
returns true if should be rendered for passed in player

Tick Source code

simulated function Tick ( float DeltaTime) )

Timer Dropped Source code

function Timer ( ) )

ValidHolder Source code

function bool ValidHolder ( Actor Other) )


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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Creation time: sk 18-3-2018 10:00:49.360 - Created with UnCodeX