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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- UTGame.UTCarriedObject
|
+-- UTGame.UTCTFFlag
UTCTFBlueFlag, UTCTFRedFlag
| Constants Summary |
|---|
| 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 | ||
|---|---|---|
![]() | BeginState (Name PreviousStateName)) Home | |
![]() | bringUpBrightOff ())) | |
![]() | ClientReturnedHome ())) | |
![]() | CustomFadeOutEffects ())) | |
![]() | CustomRespawnEffects ())) | |
![]() | Drop (optional Controller Killer)) | |
![]() | EndState (Name NextStateName)) Home | |
![]() | OnBaseChainChanged ())) | |
![]() | PostBeginPlay ())) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | SameTeamTouch (Controller C)) | |
![]() | SameTeamTouch (Controller c)) Dropped | |
![]() | SameTeamTouch (Controller C)) Home | |
![]() | SetFlagDynamicLightToNotBeDynamic ())) | |
![]() | SetFlagPropertiesToStationaryFlagState ())) | |
![]() | SetHolder (Controller C)) | |
![]() | bool | ShouldMinimapRenderFor (PlayerController PC)) |
![]() | Tick (float DeltaTime)) | |
![]() | Timer ())) Dropped | |
![]() | bool | ValidHolder (Actor Other)) |
| States Summary |
|---|
| Dropped Source code |
|---|
|
state Dropped |
| SameTeamTouch, Timer |
| Home Source code |
|---|
|
auto state Home |
| BeginState, EndState, SameTeamTouch |
| Variables Detail |
|---|
if true the bright param has peaked and now we need to phase the flag out
if true the flag is just starting to res out and needs its bright param ramped up
The Flags's light environment
particle system to play when the flag respawns at home base
The Skeletal Mesh of the flag
| Functions Detail |
|---|
BeginState Home Source code
bringUpBrightOff Source code
ClientReturnedHome Source code
CustomFadeOutEffects Source codeintended to have different flags override if they need custom effects just before a flag is returned to it's base
CustomRespawnEffects Source codeIntended to have different flags override if they need custom effects such as material params set on a respawn
Drop Source codeneed to reset the flag skel mesh translation
EndState Home Source code
OnBaseChainChanged Source codeUpdate damping on the cloth sim based on what we are doing.
PostBeginPlay Source code
ReplicatedEvent Source code
SameTeamTouch Source code
SameTeamTouch Dropped Source code
SameTeamTouch Home Source code
SetFlagDynamicLightToNotBeDynamic Source codeThis 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 codeThis 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
ShouldMinimapRenderFor Source codereturns true if should be rendered for passed in player
Tick Source code
Timer Dropped Source code
ValidHolder Source code| 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) 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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