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GameObject

UT2003 :: Actor >> Decoration >> GameObject (Package: UnrealGame)

GameObject is an abstract, notplaceable parentclass for all gameplay-related objects players can pick up. Most (if not all) of these objects need to be brought to a GameObjective actor (HomeBase) in order to score.

Properties

All of these properties are Hidden.

bool bHome
Is the object at its home location?
bool bHeld
Is the object being held?
bool bDisabled
Used to hide the object between rounds.
bool bLastSecondSave
UnrealPawn Holder
The Pawn that is holding the object
TeamPlayerReplicationInfo? HolderPRI
The holder's PlayerReplicationInfo.
GameObjective HomeBase
The GameObjective where the object starts out.
float TakenTime
When the object was taken from its home.
float MaxDropTime
How long the object will sit in its Dropped state before it resets.
Controller FirstTouch
Who touched this objective first.
array<Controller> Assists
Other players who held it after FirstTouch.
name GameObjBone
The name of the bone to attach to while held.
vector GameObjOffset
rotator GameObjRot
TeamInfo OldTeam
Used mainly by xBombFlag to keep track of when a team has gone "on offense".

Functions

PostBeginPlay()
Assumes the Owner is the HomeBase GameObjective.
bool CanBeThrownBy( Pawn P )
Returns true.
bool CanBePickedUpBy( Pawn P )
Returns true.
SetHolder( Controller C )
This function is given a Controller, and assumes that the controller's pawn is an UnrealPawn. This causes problems with the Vehicle Pickups mutator, which also allows picking up flags in vehicles. When a vehicle picks up a flag, the controller's pawn is a Vehicle, causing some accessed nones and other problems.
Score()
Disables Touch(), resets Location and Rotation to HomeBase and switches to state Home.
Drop( vectro NewVel )
Logs a drop. Sets location, velocity and switches to state Dropped.
SendHome()
Sets location to homebase and switches to state Home.
SendHomeDisabled ( float Timeout )
EMPTY
CalcSetHome()
Do some cleanup before going home. Includes AI help.
ClearHolder()
Make sure nobody thinks they're holding the object.
SetDisable( bool disable ) (protected)
Sets bDisable and bHidden.
Actor Position()
Get the Actor that represents the object's position. May be the object itself, the home base, or the holder.
bool IsHome
Returns false.
bool ValidHolder( Actor Other )
Can the given Actor hold this object?
Touch( Actor Other ) (singluar)
This is where it gets picked up.
Landed( vector HitNormall )
Signal to bots that it's available at it's current Location.
BaseChange() (singular, simulated)
EMPTY

Events

FellOutOfWorld(eKillZType KillType)
Calls SendHome().
NotReachableBy( Pawn P )
Calls SendHome() if not reachable.
LogTaken( Controller C )
EMPTY
LogDropped
EMPTY
LogReturned
EMPTY

States

Home (auto)

Ignores SendHome, Score, Drop.

Functions

CheckTouching()
bool IsHome()
Returns true.
BeginState()
Disables Touch() during setting bHome, Location and Rotation. Enables Touch().
EndState()
Disables bHome to false. Sets TakenTime.
Begin
Sets Sleep for 0.05 seconds and calls CheckTouching(), in case enemy was sitting on HomeBase.

Held

Ignores SetHolder, SendHome.

Functions

BeginState()
Sets properties associated with holding.
EndState()
Unsets the properties associated with holding.

Dropped

Ignores Drop.

Functions

Timer()
Calls SendHome().
BeingState()
Sets Physics to PHYS_Falling and sets Timer for MaxDropTime.
EndState()
Sets Physics to PHYS_None.

Known Subclasses

 GameObject
   +- CTFFlag
   |   +- xBlueFlag?
   |   +- xRedFlag?
   +- GameObject_EnergyCore?
   +- xBombFlag

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