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UTGame.UTGameObjective

Extends
UDKGameObjective
Modifiers
abstract hidecategories ( VehicleUsage )

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- UDKBase.UDKGameObjective
         |   
         +-- UTGame.UTGameObjective

Direct Known Subclasses:

UTCTFBase

Constants Summary
Inherited Contants from Engine.NavigationPoint
INFINITE_PATH_COST

Variables Summary
TextureCoordinatesAttackCoords
LinearColorAttackLinearColor
boolbAllowRemoteUse
boolbAlreadyRendered
boolbFirstObjective
boolbHasLocationSpeech
boolbHasSensor
boolbIsActive
boolbIsConstructing
boolbIsDisabled
boolbPostRenderTraceSucceeded
boolbScriptRenderAdditionalMinimap
floatCameraViewDistance
LinearColorControlColor[3]
UTDefensePointDefensePoints
UTSquadAIDefenseSquad
floatHighlightScale
floatHighlightSpeed
MaterialHudMaterial
floatIconExtentX
floatIconExtentY
floatIconPosX
floatIconPosY
floatLastHighlightUpdate
floatLastPostRenderTraceTime
floatMaxBeaconDistance
floatMaxHighlightScale
floatMaxSensorRange
floatMinimapIconScale
UTGameObjectiveNextObjective
array<PlayerStart>PlayerStarts
intScore
array<ScorerRecord>Scorers
byteStartTeam
array<UTTeamStaticMesh>TeamStaticMeshes
array<UTVehicleFactory>VehicleFactories
Announcements
ObjectiveAnnouncementInfoAttackAnnouncement
ObjectiveAnnouncementInfoDefendAnnouncement
Objective
byteDefensePriority
StringObjectiveName
UTGameObjective
floatBaseRadius
VolumeMyBaseVolume
array<NavigationPoint>VehicleParkingSpots
VoiceMessage
Array<SoundNodeWave>LocationSpeech
Inherited Variables from UDKBase.UDKGameObjective
bAllowOnlyShootable, bUnderAttack, DefenderTeamIndex, HUDLocation, IconCoords, IconHudTexture, ShootSpots
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

Structures Summary
ScorerRecord
PRI, Pct
Inherited Structures from Engine.NavigationPoint
CheckpointRecord, DebugNavCost, NavigationOctreeObject

Functions Summary
function AddScorer (UTPlayerReplicationInfo PRI, float Pct ))
function AddTeamStaticMesh (UTTeamStaticMesh SMesh))
functionbool BetterObjectiveThan (UTGameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum))
functionbool BotNearObjective (AIController C))
functionbool CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
functionbool CanDoubleJump (Pawn Other))
function ClientReset ()
function Destroyed ()))
function DrawMapSelection (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner ))
function FindGoodEndView (PlayerController PC, out Rotator GoodRotation))
functionUTGameObjective FindNearestFriendlyNode (int TeamIndex))
functionActor GetAutoObjectiveActor (UTPlayerController PC))
functionUTCarriedObject GetFlag ()
functionvector GetHUDOffset (PlayerController PC, Canvas Canvas))
functionstring GetHumanReadableName ()))
functionint GetLocationMessageIndex (UTBot B, Pawn StatusPawn))
functionSoundNodeWave GetLocationSpeechFor (PlayerController PC, int LocationSpeechOffset, int MessageIndex))
functionint GetNumDefenders ()))
function HighlightOnMinimap (int Switch))
eventbool IsActive ()))
eventbool IsCritical ()))
functionbool IsNeutral ()))
functionbool IsStandalone ()))
function MarkShootSpotsFor (Pawn P))
functionbool NearObjective (Pawn P))
functionbool NeedsHealing ()))
function PostBeginPlay ()))
functionbool ReachedParkingSpot (Pawn P))
function RenderExtraDetails (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent, bool bSelected ))
event RenderMinimap (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent)
event ReplicatedEvent (name VarName))
function Reset ()))
function SetAlarm (bool bNowOn)
function SetTeam (byte TeamIndex))
function ShareScore (int TotalScore, string EventDesc ))
functionbool Shootable ()))
functionbool TeamLink (int TeamNum))
functionbool TeleportTo (UTPawn Traveler))
functionbool TellBotHowToDisable (UTBot B))
functionbool TellBotHowToHeal (UTBot B))
function TriggerFlagEvent (name EventType, Controller EventInstigator))
function UpdateTeamStaticMeshes ()))
functionbool UsedBy (Pawn P))
functionbool ValidSpawnPointFor (byte TeamIndex))
Inherited Functions from UDKBase.UDKGameObjective
BotNearObjective, DrawIcon, GetBestViewTarget, GetTeamNum, ObjectiveChanged, SetHUDLocation, TriggerFlagEvent
Inherited Functions from Engine.NavigationPoint
Accept, ApplyCheckpointRecord, CanTeleport, CreateCheckpointRecord, DetourWeight, GetAllNavInRadius, GetBoundingCylinder, GetDebugAbbrev, GetNearestNavToActor, GetNearestNavToPoint, GetReachSpecTo, IsOnDifferentNetwork, IsUsableAnchorFor, OnToggle, ProceedWithMove, ShouldSaveForCheckpoint, ShutDown, SpecialCost, SuggestMovePreparation


Variables Detail

AttackCoords Source code

var TextureCoordinates AttackCoords;

AttackLinearColor Source code

var LinearColor AttackLinearColor;

bAllowRemoteUse Source code

var bool bAllowRemoteUse;
Allow use if player is within Pawn's VehicleCheckRadius

bAlreadyRendered Source code

var bool bAlreadyRendered;

bFirstObjective Source code

var bool bFirstObjective;

bHasLocationSpeech Source code

var bool bHasLocationSpeech;

bHasSensor Source code

var bool bHasSensor;

bIsActive Source code

var bool bIsActive;
true when in the active state

bIsConstructing Source code

var bool bIsConstructing;
true when in the constructing state

bIsDisabled Source code

var bool bIsDisabled;
true when in the disabled state

bPostRenderTraceSucceeded Source code

var bool bPostRenderTraceSucceeded;
true is last trace test check for drawing postrender beacon succeeded

bScriptRenderAdditionalMinimap Source code

var bool bScriptRenderAdditionalMinimap;

CameraViewDistance Source code

var float CameraViewDistance;

ControlColor[3] Source code

var LinearColor ControlColor[3];

DefensePoints Source code

var UTDefensePoint DefensePoints;

DefenseSquad Source code

var UTSquadAI DefenseSquad;

HighlightScale Source code

var float HighlightScale;
Used for highlighting on minimap

HighlightSpeed Source code

var float HighlightSpeed;

HudMaterial Source code

var Material HudMaterial;

IconExtentX Source code

var float IconExtentX;

IconExtentY Source code

var float IconExtentY;

IconPosX Source code

var float IconPosX;

IconPosY Source code

var float IconPosY;

LastHighlightUpdate Source code

var float LastHighlightUpdate;

LastPostRenderTraceTime Source code

var float LastPostRenderTraceTime;
Last time trace test check for drawing postrender beacon was performed

MaxBeaconDistance Source code

var float MaxBeaconDistance;
Max distance for drawing beacon for non-critical objective

MaxHighlightScale Source code

var float MaxHighlightScale;

MaxSensorRange Source code

var float MaxSensorRange;

MinimapIconScale Source code

var float MinimapIconScale;

NextObjective Source code

var UTGameObjective NextObjective;

PlayerStarts Source code

var array<PlayerStart> PlayerStarts;

Score Source code

var int Score;

Scorers Source code

var array<ScorerRecord> Scorers;

StartTeam Source code

var byte StartTeam;

TeamStaticMeshes Source code

var array<UTTeamStaticMesh> TeamStaticMeshes;
list of teamskinned static meshes that we should notify when our team changes

VehicleFactories Source code

var array<UTVehicleFactory> VehicleFactories;
distance away for camera when viewtarget

Announcements

AttackAnnouncement Source code

var(Announcements) ObjectiveAnnouncementInfo AttackAnnouncement;
announcement to use when directing a player to attack this objective

DefendAnnouncement Source code

var(Announcements) ObjectiveAnnouncementInfo DefendAnnouncement;
announcement to use when directing a player to defend this objective

Objective

DefensePriority Source code

var(Objective) byte DefensePriority;

ObjectiveName Source code

var(Objective) localized String ObjectiveName;

UTGameObjective

BaseRadius Source code

var(UTGameObjective) float BaseRadius;

MyBaseVolume Source code

var(UTGameObjective) Volume MyBaseVolume;

VehicleParkingSpots Source code

var(UTGameObjective) array<NavigationPoint> VehicleParkingSpots;
bots in vehicles should go to one of these and then proceed on foot

VoiceMessage

LocationSpeech Source code

var(VoiceMessage) Array<SoundNodeWave> LocationSpeech;


Structures Detail

ScorerRecord Source code

struct ScorerRecord
{
var float Pct;
var UTPlayerReplicationInfo PRI;
};



Functions Detail

AddScorer Source code

function AddScorer ( UTPlayerReplicationInfo PRI, float Pct ) )

AddTeamStaticMesh Source code

simulated function AddTeamStaticMesh ( UTTeamStaticMesh SMesh) )
adds the given team static mesh to our list and initializes its team

BetterObjectiveThan Source code

function bool BetterObjectiveThan ( UTGameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum) )

BotNearObjective Source code

function bool BotNearObjective ( AIController C) )

CalcCamera Source code

simulated function bool CalcCamera ( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) )
Calculate camera view point, when viewing this actor.
@param fDeltaTime delta time seconds since last update
@param out_CamLoc Camera Location
@param out_CamRot Camera Rotation
@param out_FOV Field of View
@return true if Actor should provide the camera point of view.

CanDoubleJump Source code

function bool CanDoubleJump ( Pawn Other) )

ClientReset Source code

simulated function ClientReset ( )
called by UTPlayerController::ClientReset() when restarting level without reloading performs any clientside only actions

Destroyed Source code

simulated function Destroyed ( ) )

DrawMapSelection Source code

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

FindGoodEndView Source code

simulated function FindGoodEndView ( PlayerController PC, out Rotator GoodRotation) )
Used by PlayerController.FindGoodView() in RoundEnded State

FindNearestFriendlyNode Source code

function UTGameObjective FindNearestFriendlyNode ( int TeamIndex) )
FindNearestFriendlyNode() returns nearest node at which team can spawn

GetAutoObjectiveActor Source code

function Actor GetAutoObjectiveActor ( UTPlayerController PC) )

@return the actor that the given player should use to complete this objective

GetFlag Source code

function UTCarriedObject GetFlag ( )
returns the UTCarriedObject (if any) associated with this objective

GetHUDOffset Source code

simulated function vector GetHUDOffset ( PlayerController PC, Canvas Canvas) )

GetHumanReadableName Source code

simulated function string GetHumanReadableName ( ) )

GetLocationMessageIndex Source code

simulated function int GetLocationMessageIndex ( UTBot B, Pawn StatusPawn) )

GetLocationSpeechFor Source code

simulated function SoundNodeWave GetLocationSpeechFor ( PlayerController PC, int LocationSpeechOffset, int MessageIndex) )

GetNumDefenders Source code

function int GetNumDefenders ( ) )

HighlightOnMinimap Source code

simulated function HighlightOnMinimap ( int Switch) )

IsActive Source code

simulated event bool IsActive ( ) )

IsCritical Source code

simulated event bool IsCritical ( ) )
@Returns true if this objective is critical and needs immediate attention

IsNeutral Source code

simulated function bool IsNeutral ( ) )

IsStandalone Source code

simulated function bool IsStandalone ( ) )

MarkShootSpotsFor Source code

simulated function MarkShootSpotsFor ( Pawn P) )
mark NavigationPoints the given Pawn can shoot this objective from as endpoints for pathfinding this is so that the AI can figure out how to get in range of objectives that are shootable but not reachable

NearObjective Source code

function bool NearObjective ( Pawn P) )

NeedsHealing Source code

simulated function bool NeedsHealing ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ReachedParkingSpot Source code

function bool ReachedParkingSpot ( Pawn P) )
returns whether the given Pawn has reached one of our VehicleParkingSpots

RenderExtraDetails Source code

simulated function RenderExtraDetails ( UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent, bool bSelected ) )
Called if rendering full size map

RenderMinimap Source code

simulated event RenderMinimap ( UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent )
Called if bScriptRenderAdditionalMinimap=true

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

Reset Source code

function Reset ( ) )

SetAlarm Source code

function SetAlarm ( bool bNowOn )
turns on or off the alarm sound played when under attack

SetTeam Source code

function SetTeam ( byte TeamIndex) )

ShareScore Source code

function ShareScore ( int TotalScore, string EventDesc ) )

Shootable Source code

function bool Shootable ( ) )

TeamLink Source code

simulated function bool TeamLink ( int TeamNum) )

TeleportTo Source code

function bool TeleportTo ( UTPawn Traveler) )
Will attempt to teleport a pawn to this objective

TellBotHowToDisable Source code

function bool TellBotHowToDisable ( UTBot B) )

TellBotHowToHeal Source code

function bool TellBotHowToHeal ( UTBot B) )

TriggerFlagEvent Source code

function TriggerFlagEvent ( name EventType, Controller EventInstigator) )
triggers all UTSeqEvent_FlagEvent attached to this objective with the given flag event type

UpdateTeamStaticMeshes Source code

simulated function UpdateTeamStaticMeshes ( ) )
updates TeamStaticMeshes array for a change in our team

UsedBy Source code

function bool UsedBy ( Pawn P) )

ValidSpawnPointFor Source code

function bool ValidSpawnPointFor ( byte TeamIndex) )


Defaultproperties

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