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UTGame.UTCarriedObject

Extends
UDKCarriedObject
Modifiers
abstract notplaceable dependson ( UTPlayerController )

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UDKBase.UDKCarriedObject
      |   
      +-- UTGame.UTCarriedObject

Direct Known Subclasses:

UTCTFFlag

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
array<Controller>Assists
boolbLastSecondSave
boolbLeavingDroppedState
LinearColorBlueColor
boolbUseTeamColorForIcon
floatDefaultHeight
floatDefaultRadius
SoundCueDroppedSound
ControllerFirstTouch
PointLightComponentFlagLight
nameGameObjBone3P
vectorGameObjOffset1P
vectorGameObjOffset3P
rotatorGameObjRot1P
rotatorGameObjRot3P
LinearColorGoldColor
floatHighlightScale
floatHighlightSpeed
PawnHolder
UTPlayerReplicationInfoHolderPRI
TextureCoordinatesIconCoords
Texture2DIconTexture
floatLastFlagSeeTime
floatLastHighlightUpdate
intLastSeeMessageIndex
floatMapSize
floatMaxDropTime
floatMaxHighlightScale
array<ObjectiveAnnouncementInfo>NeedToPickUpAnnouncements
PawnOldHolder
SoundCuePickupSound
ForceFeedbackWaveformPickUpWaveForm
LinearColorRedColor
SoundCueReturnedSound
floatTakenTime
floatTossDistance
Inherited Variables from UDKBase.UDKCarriedObject
bHome, HomeBase, HomeBaseOffset, HUDLocation, LastAnchor, LastValidAnchorTime, OldBase, OldBaseBase, SkelMesh, Team
Inherited Variables from Engine.Actor
Acceleration, AllComponents, AngularVelocity, Attached, bAllowFluidSurfaceInteraction, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCallRigidBodyWakeEvents, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanStepUpOn, bCanTeleport, bCollideActors, bCollideAsEncroacher, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDebugEffectIsRelevant, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEditable, bEdShouldSnap, bExchangedRoles, bForceAllowKismetModification, bForceDemoRelevant, bForceNetUpdate, bForceOctreeSNFilter, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHiddenEdLevel, bHiddenEdTemporary, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bMoveIgnoresDestruction, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRigidBodyWasAwake, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStatic, bTearOff, bTempEditor, bTicked, bTickIsDisabled, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DetachFence, DrawScale3D, DrawScale, EditorIconColor, GeneratedEvents, Group, HiddenEditorViews, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, ReplicatedCollisionType, Role, Rotation, RotationRate, SupportedEvents, Tag, TickFrequency, TickFrequencyAtEndDistance, TickFrequencyDecreaseDistanceEnd, TickFrequencyDecreaseDistanceStart, TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency, TickGroup, Timers, TimeSinceLastTick, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
function AutoSendHome ()))
event BaseChange ()))
Dropped
function BeginState (Name PreviousStateName))
Dropped
function BeginState (Name PreviousStateName))
Held
function BeginState (Name PreviousStateName))
Home
function BroadcastDroppedMessage (Controller EventInstigator))
function BroadcastReturnedMessage ()))
function BroadcastTakenDroppedMessage (Controller EventInstigator))
function BroadcastTakenFromBaseMessage (Controller EventInstigator))
function CalcSetHome ()))
function CheckFit ()
function CheckFit ()))
Dropped
function CheckPain ()
function CheckPain ()))
Dropped
function CheckTouching ()))
function ClearHolder ()))
function ClientReturnedHome ()))
function DrawIcon (Canvas Canvas, vector IconLocation, float IconWidth, float IconAlpha))
function Drop (optional Controller Killer))
function EndState (Name NextStateName))
Dropped
function EndState (Name NextStateName))
Held
function EndState (Name NextStateName))
Home
event FellOutOfWorld (class<DamageType> dmgType))
functionbool FlagUse (Controller C))
functionTexture2D GetIconTexture ()))
functionUDKGameObjective GetKismetEventObjective ()))
function HighlightOnMinimap (int Switch))
function KismetSendHome ()))
function KismetSendHome ()))
Held
event Landed (vector HitNormal, actor FloorActor))
function LogDropped (Controller EventInstigator))
function LogReturned (Controller EventInstigator))
function LogTaken (Controller EventInstigator))
function LogTaken (Controller EventInstigator))
Dropped
function LogTaken (Controller EventInstigator))
Home
event NotReachableBy (Pawn P))
function PhysicsVolumeChange (PhysicsVolume NewVolume ))
Dropped
functionActor Position ()))
function PostBeginPlay ()))
function RenderEnemyMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, UTGameObjective NearbyObjective))
function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner))
event ReplicatedEvent (name VarName))
function Score ()))
function SendFlagMessage (Controller C))
function SendHome (Controller Returner))
function SendHome (Controller Returner))
Held
function SetHolder (Controller C))
functionbool ShouldMinimapRenderFor (PlayerController PC))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
Dropped
function Timer ()))
Dropped
function Timer ()))
Held
function Timer ()))
Home
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ))
functionbool ValidHolder (Actor other))
Inherited Functions from UDKBase.UDKCarriedObject
GetTeamNum, NotReachableBy, OnBaseChainChanged, SetHUDLocation
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, AnimTreeUpdated, ApplyFluidSurfaceImpact, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, bool, BP2Vect, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CalculateMinSpeedTrajectory, CanActorPlayFaceFXAnim, CanSplash, ChartData, CheckForErrors, CheckHitInfo, ChildActors, ClampRotation, ClearAllTimers, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, CreateForceField, DebugFreezeGame, DebugMessagePlayer, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugFrustrum, DrawDebugLine, DrawDebugPoint, DrawDebugSphere, DrawDebugStar, DrawDebugString, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, fixedTurn, FlushDebugStrings, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetAggregateBaseVelocity, GetAimAdhesionExtent, GetAimFrictionExtent, GetALocalPlayerController, GetAvoidanceVector, GetBasedPosition, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetPackageGuid, GetPhysicsName, GetRemainingTimeForTimer, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsBlockedBy, IsInPain, IsInPersistentLevel, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, ModifyTimerTimeDilation, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnChangeCollision, OnDestroy, OnModifyHealth, OnRanOver, OnRigidBodySpringOverextension, OnSetBlockRigidBody, OnSetPhysics, OnSetVelocity, OnSleepRBPhysics, OnTeleport, OnToggleHidden, OnWakeRBPhysics, OutsideWorldBounds, OverlappingActors, OverRotated, PauseTimer, PawnBaseDied, PhysicsVolumeChange, PlayActorFaceFXAnim, PlayerCanSeeMe, PlayParticleEffect, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostDemoRewind, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PrestreamTextures, PreTeleport, RanInto, ReattachComponent, ReceivedNewEvent, ReplaceText, ReplicatedEvent, ReplicationEnded, Reset, ResetTimerTimeDilation, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, RootMotionProcessed, ScriptGetTeamNum, SetAnimPosition, SetBase, SetBasedPosition, SetCollision, SetCollisionSize, SetCollisionType, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTickIsDisabled, SetTimer, SetZone, ShouldBeHiddenBySHOW_NavigationNodes, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, SupportsKismetModification, TakeDamage, TakeRadiusDamage, Tick, Timer, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceAllPhysicsAssetInteractions, TraceComponent, TrailsNotify, TrailsNotifyEnd, TrailsNotifyTick, TriggerEventClass, TriggerGlobalEventClass, UnClock, UnTouch, UsedBy, Vect2BP, VisibleActors, VisibleCollidingActors, VolumeBasedDestroy, WillOverlap

States Summary
Dropped Source code
state Dropped
BaseChange, BeginState, CheckFit, CheckPain, EndState, LogTaken, PhysicsVolumeChange, TakeDamage, Timer
Held Source code
state Held
BeginState, EndState, KismetSendHome, SendHome, Timer
Home Source code
auto state Home
BeginState, EndState, LogTaken, Timer


Variables Detail

Assists Source code

var array<Controller> Assists;

bLastSecondSave Source code

var bool bLastSecondSave;

bLeavingDroppedState Source code

var bool bLeavingDroppedState;
set when leaving Dropped state, to stop some of its state functions from doing anything during EndState()

BlueColor Source code

var LinearColor BlueColor;

bUseTeamColorForIcon Source code

var bool bUseTeamColorForIcon;

DefaultHeight Source code

var float DefaultHeight;

DefaultRadius Source code

var float DefaultRadius;

DroppedSound Source code

var SoundCue DroppedSound;
sound to play when we are dropped

FirstTouch Source code

var Controller FirstTouch;

FlagLight Source code

var PointLightComponent FlagLight;

GameObjBone3P Source code

var name GameObjBone3P;

GameObjOffset1P Source code

var vector GameObjOffset1P;
Rotation from attachment bone in third person

GameObjOffset3P Source code

var vector GameObjOffset3P;
Bone to which this carriedobject should be attached in third person

GameObjRot1P Source code

var rotator GameObjRot1P;
Offset from holder Location in first person

GameObjRot3P Source code

var rotator GameObjRot3P;
Offset from attachment bone in third person

GoldColor Source code

var LinearColor GoldColor;

HighlightScale Source code

var float HighlightScale;
Used for highlighting on minimap

HighlightSpeed Source code

var float HighlightSpeed;

Holder Source code

var Pawn Holder;

HolderPRI Source code

var repnotify UTPlayerReplicationInfo HolderPRI;

IconCoords Source code

var TextureCoordinates IconCoords;

IconTexture Source code

var Texture2D IconTexture;
Coordiates of the icon associated with this object

LastFlagSeeTime Source code

var float LastFlagSeeTime;
Used by bots sending voice messages about enemy flag carrier

LastHighlightUpdate Source code

var float LastHighlightUpdate;

LastSeeMessageIndex Source code

var int LastSeeMessageIndex;

MapSize Source code

var float MapSize;

MaxDropTime Source code

var float MaxDropTime;

MaxHighlightScale Source code

var float MaxHighlightScale;

NeedToPickUpAnnouncements Source code

var array<ObjectiveAnnouncementInfo> NeedToPickUpAnnouncements;
announcements used when telling player to pick this object up

OldHolder Source code

var Pawn OldHolder;

PickupSound Source code

var SoundCue PickupSound;
sound to play when we are picked up

PickUpWaveForm Source code

var ForceFeedbackWaveform PickUpWaveForm;

RedColor Source code

var LinearColor RedColor;

ReturnedSound Source code

var SoundCue ReturnedSound;
sound to play when we are sent home

TakenTime Source code

var float TakenTime;

TossDistance Source code

var float TossDistance;
Distance within which a bot can toss this to a player teammate


Functions Detail

AutoSendHome Source code

function AutoSendHome ( ) )
send home without player intervention (timed out, fell out of world, etc)

BaseChange Dropped Source code

singular event BaseChange ( ) )

BeginState Dropped Source code

function BeginState ( Name PreviousStateName) )

BeginState Held Source code

function BeginState ( Name PreviousStateName) )

BeginState Home Source code

function BeginState ( Name PreviousStateName) )

BroadcastDroppedMessage Source code

function BroadcastDroppedMessage ( Controller EventInstigator) )

BroadcastReturnedMessage Source code

function BroadcastReturnedMessage ( ) )

BroadcastTakenDroppedMessage Source code

function BroadcastTakenDroppedMessage ( Controller EventInstigator) )

BroadcastTakenFromBaseMessage Source code

function BroadcastTakenFromBaseMessage ( Controller EventInstigator) )

CalcSetHome Source code

protected function CalcSetHome ( ) )

CheckFit Source code

function CheckFit ( )
stubs for Dropped functions in case the state gets exited early due to flag being in invalid location

CheckFit Dropped Source code

function CheckFit ( ) )

CheckPain Source code

function CheckPain ( )

CheckPain Dropped Source code

function CheckPain ( ) )

CheckTouching Source code

function CheckTouching ( ) )

ClearHolder Source code

function ClearHolder ( ) )

ClientReturnedHome Source code

simulated function ClientReturnedHome ( ) )
called on the client when the flag is returned

DrawIcon Source code

simulated function DrawIcon ( Canvas Canvas, vector IconLocation, float IconWidth, float IconAlpha) )

Drop Source code

function Drop ( optional Controller Killer) )
called to drop the flag

EndState Dropped Source code

function EndState ( Name NextStateName) )

EndState Held Source code

function EndState ( Name NextStateName) )

EndState Home Source code

function EndState ( Name NextStateName) )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> dmgType) )

FlagUse Source code

function bool FlagUse ( Controller C) )
Called when player "uses" this flag Return true if use had an effect

GetIconTexture Source code

simulated function Texture2D GetIconTexture ( ) )

GetKismetEventObjective Source code

function UDKGameObjective GetKismetEventObjective ( ) )
returns the game objective we should trigger Kismet flag events on

HighlightOnMinimap Source code

simulated function HighlightOnMinimap ( int Switch) )

KismetSendHome Source code

function KismetSendHome ( ) )
called when a Kismet action returns the flag

KismetSendHome Held Source code

function KismetSendHome ( ) )

Landed Source code

event Landed ( vector HitNormal, actor FloorActor) )

LogDropped Source code

function LogDropped ( Controller EventInstigator) )

LogReturned Source code

function LogReturned ( Controller EventInstigator) )

LogTaken Source code

function LogTaken ( Controller EventInstigator) )

LogTaken Dropped Source code

function LogTaken ( Controller EventInstigator) )

LogTaken Home Source code

function LogTaken ( Controller EventInstigator) )

NotReachableBy Source code

event NotReachableBy ( Pawn P) )

PhysicsVolumeChange Dropped Source code

singular function PhysicsVolumeChange ( PhysicsVolume NewVolume ) )

Position Source code

function Actor Position ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

RenderEnemyMapIcon Source code

simulated function RenderEnemyMapIcon ( UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, UTGameObjective NearbyObjective) )

RenderMapIcon Source code

simulated function RenderMapIcon ( UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

Score Source code

function Score ( ) )

SendFlagMessage Source code

function SendFlagMessage ( Controller C) )

SendHome Source code

function SendHome ( Controller Returner) )
called to send the flag to its home base
@param Returner the player responsible for returning the flag (may be None)

SendHome Held Source code

function SendHome ( Controller Returner) )

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

TakeDamage Dropped Source code

event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

Timer Dropped Source code

function Timer ( ) )

Timer Held Source code

function Timer ( ) )

Timer Home Source code

function Timer ( ) )

Touch Source code

singular event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) )

ValidHolder Source code

function bool ValidHolder ( Actor other) )


Defaultproperties

defaultproperties
{
	Physics=PHYS_None
	bOrientOnSlope=true
	RemoteRole=ROLE_SimulatedProxy
	bReplicateMovement=true
	bIgnoreRigidBodyPawns=true

	Begin Object Class=CylinderComponent Name=CollisionCylinder
		CollisionRadius=+0048.000000
		CollisionHeight=+0030.000000
		CollideActors=true
	End Object
	CollisionComponent=CollisionCylinder
	Components.Add(CollisionCylinder)

	MaxDropTime=25.f
	bUpdateSimulatedPosition=true
	bAlwaysRelevant=true

	TossDistance=1500

	IconCoords=(U=599,V=236,UL=25,VL=25)
	MapSize=1.0

	MaxHighlightScale=8.0
	HighlightSpeed=10.0

	LastSeeMessageIndex=-1
	
	RedColor=(R=1.0,A=1.0)
	BlueColor=(B=1.0,A=1.0)
	GoldColor=(R=1.0,G=1.0,A=1.0)
	IconTexture=Texture2D'UI_HUD.HUD.UI_HUD_BaseA'

	Begin Object Class=ForceFeedbackWaveform Name=ForceFeedbackWaveformPickUp
		Samples(0)=(LeftAmplitude=80,RightAmplitude=80,LeftFunction=WF_LinearIncreasing,RightFunction=WF_LinearIncreasing,Duration=0.2)
	End Object
	PickUpWaveForm=ForceFeedbackWaveformPickUp
}

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Creation time: ti 22-3-2011 19:56:59.414 - Created with UnCodeX