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class RadarInfo extends Core.Object config native; enum EColorType { COLOR_UserPref, COLOR_Relative, COLOR_Team, COLOR_Neutral, COLOR_Absolute, }; enum EIconType { ICON_Radar, ICON_Viewport }; struct native MaterialDef { var() config Material Material; var() config MatCoords Coords; var() config Color DrawColor; var() config float Alpha; var() config bool bFlashing "Flashing flag, when set the icon will flash on and off"; var() config float flashFrequency "How long the flash should take in seconds"; }; var() config editinline Array<MaterialDef> radarIcons "Array of icon materials for the radar, each index is a different state"; var() config editinline Array<MaterialDef> viewportIcons "Array of icon materials for the viewport markers, each index is a different state"; var() config editinline MaterialDef UpIndicator "Up indicator texture for this radar info marker"; var() config editinline MaterialDef DownIndicator "Down indicator texture for this radar info marker"; var() class<Object> relatedObjectClass "Class of the object this radar info is related to"; var() localized String infoLabel "info label for display next to the marker"; var() Vector markerOffset "offset of the on screen marker from the objects pivot"; var() bool bOccluded "Whether the object's viewport marker will be occluded"; var() bool bRespectRange "Whether the object's viewport marker will only display within range"; var() bool bRespectZoom "Whether the object's radar marker will respect the radar zoom"; var() bool bDisplayViewport "Whether the object will be marked on the viewport"; var() bool bDisplayRadar "Whether the object will be marked on the radar"; var() bool bDisplayCommandMap "Whether the object will be marked on the command map"; var() bool bShowHeightMarker "Whether to show the relative height of this marker to the player"; var() bool bNoSizeReduction "Set to ignore marker size reduction imposed by the radar"; var() bool bDisplayDistance "Whether the Distance will be shown on the radar when the object is out of range (only works if bRespectZoom = false)"; var() EColorType colorType "Method for rendering the icons"; var() Color friendlyColor "Color for friendly icons"; var() Color enemyColor "Color for enemy icons"; var() Color neutralColor "Color for neutral icons"; var() float newDuration "How long the icon will be considered 'new' for"; var() float deadDuration "How long the icon will flash after death before being removed"; defaultproperties { UpIndicator=(Material=Texture'HUD.Radar',Coords=(U=176,V=192,UL=16,VL=42),DrawColor=(R=255,G=255,B=255,A=255),Alpha=1) DownIndicator=(Material=Texture'HUD.Radar',Coords=(U=192,V=192,UL=16,VL=42),DrawColor=(R=255,G=255,B=255,A=255),Alpha=1) relatedObjectClass = class'Actor' infoLabel = "" markerOffset = (X=0,Y=0,Z=120) bRespectRange = true bRespectZoom = true bDisplayViewport = true bDisplayRadar = true bDisplayCommandMap = true colorType = COLOR_UserPref friendlyColor = (R=20,G=230,B=20,A=255) enemyColor = (R=230,G=20,B=20,A=255) neutralColor = (R=200,G=200,B=20,A=255) newDuration=10 deadDuration=10 } |
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