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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.SequenceObject
|
+-- Engine.SequenceOp
|
+-- Engine.SequenceAction
|
+-- UTGame.UTSeqObj_SPMission
UTSeqObj_SPRootMission
| Variables Summary | |
|---|---|
| bool | bFixedup |
| int | OldIndex |
| UTSeqObj_SPMission | |
| bool | bAutomaticTransition |
| bool | bClearCards |
| bool | bCutSequence |
| bool | bFirstMission |
| bool | bIsBinkSequence |
| bool | bUnlockChapterWhenCompleted |
| SoundCue | MalcolmSounds[3] |
| int | MissionID |
| EMissionData | MissionInfo |
| array<EMissionCondition> | Progression |
| int | UnlockChapterIndex |
| Inherited Variables from Engine.SequenceAction |
|---|
| bCallHandler, HandlerName, Targets |
| Inherited Variables from Engine.SequenceOp |
|---|
| ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks |
| Enumerations Summary | ||
|---|---|---|
| EMissionResult EMResult_Any, EMResult_Won, EMResult_Lost, | ||
| Structures Summary | ||
|---|---|---|
| EMissionCondition MissionResult, ConditionDesc, RequiredPersistentKeys, RestrictedPersistentKeys | ||
| EMissionData MissionIndex, MissionTitle, MissionDescription, MissionRules, MissionProgression | ||
| EMissionMapInfo MissionMap, MissionURL, MissionMapImage, bCustomMapCoords, MissionMapCoords, bCutSequence, bAutomaticTransition, MapPoint, MapGlobeTag, MapDist, Objectives, MapBeacon | ||
| EMissionObjectiveInfo BackgroundImg, Text | ||
| Inherited Structures from Engine.SequenceOp |
|---|
| SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink |
| Functions Summary | ||
|---|---|---|
![]() | ChangeItAll ())) | |
![]() | UTSeqObj_SPMission | GetChild (int ChildIndex, out EMissionCondition Condition)) |
![]() | int | NumChildren ())) |
| Inherited Functions from Engine.SequenceOp |
|---|
| Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset |
| Variables Detail |
|---|
if true, all of the player's cards will be removed when this mission is completed
If true, this is a bink sequence
If true, this mission will unlock a chapter when it's completed
These sounds will be played when you enter the mission depending on the mission result
The Chapter Index to unlock
| Enumerations Detail |
|---|
| Structures Detail |
|---|
var(UTSeqObj_SPMission) editinline string ConditionDesc;};
var(UTSeqObj_SPMission) editinline EMissionResult MissionResult;
var(UTSeqObj_SPMission) editinline array<ESinglePlayerPersistentKeys> RequiredPersistentKeys;
var(UTSeqObj_SPMission) editinline array<ESinglePlayerPersistentKeys> RestrictedPersistentKeys;
var(UTSeqObj_SPMission) string MissionDescription;};
var(UTSeqObj_SPMission) int MissionIndex;
var(UTSeqObj_SPMission) editinline array<EMissionCondition> MissionProgression;
var(UTSeqObj_SPMission) editinline EMissionMapInfo MissionRules;
var(UTSeqObj_SPMission) string MissionTitle;
var(UTSeqObj_SPMission) bool bAutomaticTransition;};
var(UTSeqObj_SPMission) bool bCustomMapCoords;
var(UTSeqObj_SPMission) bool bCutSequence;
var transient StaticMeshComponent MapBeacon;
var(UTSeqObj_SPMission) float MapDist;
var(UTSeqObj_SPMission) name MapGlobeTag;
var(UTSeqObj_SPMission) name MapPoint;
var(UTSeqObj_SPMission) editinline string MissionMap;
var(UTSeqObj_SPMission) editinline TextureCoordinates MissionMapCoords;
var(UTSeqObj_SPMission) editinlineuse surface MissionMapImage;
var(UTSeqObj_SPMission) editinline string MissionURL;
var(UTSeqObj_SPMission) editinline array<EMissionObjectiveInfo> Objectives;
var(UTSeqObj_SPMission) Texture2D BackgroundImg;};
var(UTSeqObj_SPMission) string Text;
| Functions Detail |
|---|
ChangeItAll Source code
GetChild Source codeReturns the Mission object associated with a child
NumChildren Source codeReturns the number of Children
| Defaultproperties |
|---|
defaultproperties
{
MissionInfo=(MissionTitle="<Edit Me>",MissionDescription="<Edit Me>")
ObjName="Single Player Mission"
ObjColor=(B=0,G=0,R=255,A=255)
Name="Default__UTSeqObj_SPMission"
ObjectArchetype=SequenceAction'Engine.Default__SequenceAction'
}
|
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