UTGame.UTGameObjective
- Extends
- UDKGameObjective
- Modifiers
- abstract hidecategories ( VehicleUsage )
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.Actor
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+-- Engine.NavigationPoint
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+-- UDKBase.UDKGameObjective
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+-- UTGame.UTGameObjective
Direct Known Subclasses:
UTCTFBase
Inherited Variables from Engine.NavigationPoint |
AnchoredPawn, BadSprite, bAlreadyVisited, bAlwaysUseStrafing, bAutoBuilt, bBlockable, bBlocked, bBlockedForVehicles, bBuildLongPaths, bCanReach, bCanWalkOnToReach, bDestinationOnly, bEndPoint, bestPathWeight, bFlyingPreferred, bForceNoStrafing, bHasCrossLevelPaths, bHideEditorPaths, bMakeSourceOnly, bMayCausePain, bMustBeReachable, bMustTouchToReach, bNeverUseStrafing, bNoAutoConnect, bNotBased, bOneWayPath, bPathsChanged, bPreferredVehiclePath, bShouldSaveForCheckpoint, bSourceOnly, bSpecialForced, bSpecialMove, bTransientEndPoint, bVehicleDestination, Cost, CostArray, CylinderComponent, EditorForcedPaths, EditorProscribedPaths, ExtraCost, FearCost, GoodSprite, InventoryCache, InventoryDist, LastAnchoredPawnTime, LastDetourWeight, MaxPathSize, NavGuid, NavOctreeObject, NetworkID, nextNavigationPoint, nextOrdered, PathList, previousPath, prevOrdered, TransientCost, visitedWeight, Volumes |
Functions Summary |
 | | AddScorer (UTPlayerReplicationInfo PRI, float Pct ))
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 | | AddTeamStaticMesh (UTTeamStaticMesh SMesh))
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 | bool | BetterObjectiveThan (UTGameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum))
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 | bool | BotNearObjective (AIController C))
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 | bool | CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
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 | bool | CanDoubleJump (Pawn Other))
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 | | ClientReset ()
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 | | Destroyed ()))
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 | | DrawMapSelection (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner ))
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 | | FindGoodEndView (PlayerController PC, out Rotator GoodRotation))
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 | UTGameObjective | FindNearestFriendlyNode (int TeamIndex))
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 | Actor | GetAutoObjectiveActor (UTPlayerController PC))
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 | UTCarriedObject | GetFlag ()
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 | vector | GetHUDOffset (PlayerController PC, Canvas Canvas))
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 | string | GetHumanReadableName ()))
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 | int | GetLocationMessageIndex (UTBot B, Pawn StatusPawn))
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 | SoundNodeWave | GetLocationSpeechFor (PlayerController PC, int LocationSpeechOffset, int MessageIndex))
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 | int | GetNumDefenders ()))
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 | | HighlightOnMinimap (int Switch))
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 | bool | IsActive ()))
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 | bool | IsCritical ()))
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 | bool | IsNeutral ()))
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 | bool | IsStandalone ()))
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 | | MarkShootSpotsFor (Pawn P))
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 | bool | NearObjective (Pawn P))
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 | bool | NeedsHealing ()))
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 | | PostBeginPlay ()))
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 | bool | ReachedParkingSpot (Pawn P))
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 | | RenderExtraDetails (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent, bool bSelected ))
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 | | RenderMinimap (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent)
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 | | ReplicatedEvent (name VarName))
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 | | Reset ()))
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 | | SetAlarm (bool bNowOn)
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 | | SetTeam (byte TeamIndex))
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 | | ShareScore (int TotalScore, string EventDesc ))
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 | bool | Shootable ()))
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 | bool | TeamLink (int TeamNum))
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 | bool | TeleportTo (UTPawn Traveler))
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 | bool | TellBotHowToDisable (UTBot B))
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 | bool | TellBotHowToHeal (UTBot B))
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 | | TriggerFlagEvent (name EventType, Controller EventInstigator))
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 | | UpdateTeamStaticMeshes ()))
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 | bool | UsedBy (Pawn P))
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 | bool | ValidSpawnPointFor (byte TeamIndex))
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Inherited Functions from Engine.NavigationPoint |
Accept, ApplyCheckpointRecord, CanTeleport, CreateCheckpointRecord, DetourWeight, GetAllNavInRadius, GetBoundingCylinder, GetDebugAbbrev, GetNearestNavToActor, GetNearestNavToPoint, GetReachSpecTo, IsOnDifferentNetwork, IsUsableAnchorFor, OnToggle, ProceedWithMove, ShouldSaveForCheckpoint, ShutDown, SpecialCost, SuggestMovePreparation |
var bool bAllowRemoteUse;
var bool bAlreadyRendered;
var bool bFirstObjective;
var bool bHasLocationSpeech;
var bool bHasSensor;
var bool bIsActive;
var bool bIsConstructing;
var bool bIsDisabled;
bPostRenderTraceSucceeded Source code
var bool bPostRenderTraceSucceeded;
bScriptRenderAdditionalMinimap Source code
var bool bScriptRenderAdditionalMinimap;
var float CameraViewDistance;
var float HighlightScale;
var float HighlightSpeed;
var float IconExtentX;
var float IconExtentY;
var float IconPosX;
var float IconPosY;
var float LastHighlightUpdate;
LastPostRenderTraceTime Source code
var float LastPostRenderTraceTime;
var float MaxBeaconDistance;
var float MaxHighlightScale;
var float MaxSensorRange;
var float MinimapIconScale;
var int Score;
var byte StartTeam;
Announcements
Objective
var(Objective) byte DefensePriority;
var(Objective) localized String ObjectiveName;
UTGameObjective
VoiceMessage
function bool BetterObjectiveThan (
UTGameObjective Best,
byte DesiredTeamNum,
byte RequesterTeamNum) )
simulated
function bool CalcCamera (
float fDeltaTime, out
vector out_CamLoc, out
rotator out_CamRot, out
float out_FOV ) )
function bool CanDoubleJump (
Pawn Other) )
simulated function ClientReset ( )
simulated function Destroyed ( ) )
FindNearestFriendlyNode Source code
simulated function string GetHumanReadableName ( ) )
GetLocationMessageIndex Source code
simulated
function int GetLocationMessageIndex (
UTBot B,
Pawn StatusPawn) )
function int GetNumDefenders ( ) )
simulated function HighlightOnMinimap ( int Switch) )
simulated event bool IsActive ( ) )
simulated event bool IsCritical ( ) )
simulated function bool IsNeutral ( ) )
simulated function bool IsStandalone ( ) )
simulated
function MarkShootSpotsFor (
Pawn P) )
function bool NearObjective (
Pawn P) )
simulated function bool NeedsHealing ( ) )
simulated function PostBeginPlay ( ) )
function bool ReachedParkingSpot (
Pawn P) )
simulated event ReplicatedEvent ( name VarName) )
function Reset ( ) )
function SetAlarm ( bool bNowOn )
function SetTeam ( byte TeamIndex) )
function ShareScore ( int TotalScore, string EventDesc ) )
function bool Shootable ( ) )
simulated function bool TeamLink ( int TeamNum) )
function bool TeleportTo (
UTPawn Traveler) )
function bool TellBotHowToDisable (
UTBot B) )
function bool TellBotHowToHeal (
UTBot B) )
function TriggerFlagEvent (
name EventType,
Controller EventInstigator) )
UpdateTeamStaticMeshes Source code
simulated function UpdateTeamStaticMeshes ( ) )
function bool UsedBy (
Pawn P) )
function bool ValidSpawnPointFor ( byte TeamIndex) )
defaultproperties
{
bHasSensor=false
Score=5
BaseRadius=+2000.0
bReplicateMovement=false
bOnlyDirtyReplication=true
bMustBeReachable=true
bFirstObjective=true
NetUpdateFrequency=1
DefenderTeamIndex=2
ControlColor(0)=(R=1,G=0,B=0,A=1)
ControlColor(1)=(R=0,G=0,B=1,A=1)
ControlColor(2)=(R=1,G=1,B=1,A=1)
HudMaterial=Material'UI_HUD.Icons.M_UI_HUD_Icons01'
MaxSensorRange=2800.0
CameraViewDistance=400.0
SupportedEvents.Add(class'UTSeqEvent_FlagEvent')
MaxHighlightScale=8.0
HighlightSpeed=10.0
MinimapIconScale=20.0
AttackCoords=(U=583,V=266,UL=52,VL=57)
IconCoords=(U=537,V=296,UL=46,VL=31)
IconHudTexture=Texture2D'UI_HUD.HUD.UI_HUD_BaseB'
AttackLinearColor=(R=1.0,G=1.0,B=1.0,A=1.0)
}
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Creation time: ti 22-3-2011 19:56:59.984 - Created with
UnCodeX