Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
Core.Object
Actor, AdminBase, AnimNotify, Bitmap, BrowserFilters, CacheManager, CameraEffect, Canvas, ChallengeGame, CheatManager, Commandlet, CrosshairPack, CustomBotConfig, CustomFilter, CustomLadderInfo, DecoText, DrawOpBase, DruidUpgradeObj, GameProfile, GUI, I3DL2Listener, Interactions, KarmaParamsCollision, LadderInfo, LevelSummary, Locale, LogEntry, Manifest, MaplistRecord, MatchInfo, Material, MatObject, MeshObject, ObjectPool, ONSPowerLinkCustomSetup, Palette, ParticleEmitter, Player, PlayerInput, PlayerRecordClass, PlayInfo, PropertyManagerBase, ReachSpec, Resource, RosterEntry, RPGAbility, RPGPlayerDataObject, ScriptedAction, Sound, SpeciesType, SPHighScoreBase, Spline, SPProfileExporter, StreamBase, Subsystem, SVehicleWheel, TextToSpeechAlias, Time, UT2K4RosterGroup, WeaponFire, xAdminBase, xPawnGibGroup, xPawnSoundGroup, xPrivilegeBase, xUtil
Constants Summary | ||
---|---|---|
MaxInt | = | 0x7fffffff |
Pi | = | 3.1415926535897932 |
RF_NotForClient | = | 0x00100000 |
RF_NotForEdit | = | 0x00400000 |
RF_NotForServer | = | 0x00200000 |
RF_Public | = | 0x00000004 |
RF_Standalone | = | 0x00080000 |
RF_Transactional | = | 0x00000001 |
RF_Transient | = | 0x00004000 |
Variables Summary | |
---|---|
class | Class |
int | ObjectFlags |
pointer | ObjectInternal[7] |
object | Outer |
Object | |
name | Name |
Enumerations Summary | ||
---|---|---|
EAxis AXIS_X, AXIS_Y, AXIS_Z | ||
ECamOrientation CAMORIENT_None, CAMORIENT_LookAtActor, CAMORIENT_FacePath, CAMORIENT_Interpolate, CAMORIENT_Dolly, | ||
EDetailMode DM_Low, DM_High, DM_SuperHigh | ||
EDrawPivot DP_UpperLeft, DP_UpperMiddle, DP_UpperRight, DP_MiddleRight, DP_LowerRight, DP_LowerMiddle, DP_LowerLeft, DP_MiddleLeft, DP_MiddleMiddle, | ||
ESheerAxis SHEER_None, SHEER_XY, SHEER_XZ, SHEER_YX, SHEER_YZ, SHEER_ZX, SHEER_ZY, |
Structures Summary | ||
---|---|---|
BoundingVolume Sphere | ||
Box Min, Max, IsValid | ||
Color B, G, R, A | ||
CompressedPosition Location, Rotation, Velocity | ||
Coords Origin, XAxis, YAxis, ZAxis | ||
FloatBox X1, Y1, X2, Y2 | ||
Guid A, B, C, D | ||
IntBox X1, Y1, X2, Y2 | ||
InterpCurve Points | ||
InterpCurvePoint InVal, OutVal | ||
Matrix XPlane, YPlane, ZPlane, WPlane | ||
Plane W | ||
Quat X, Y, Z, W | ||
Range Min, Max | ||
RangeVector X, Y, Z | ||
Rotator Pitch, Yaw, Roll | ||
Scale Scale, SheerRate, SheerAxis | ||
TMultiMap FArray_Data, FArray_ArrayNum, FArray_ArrayMax, TMapBase_Hash, TMapBase_HashCount | ||
Vector X, Y, Z |
Functions Summary | ||
---|---|---|
bool | ! (bool A) | |
bool | != (int A, int B) | |
bool | != (string A, string B) | |
bool | != (rotator A, rotator B) | |
bool | != (float A, float B) | |
bool | != (vector A, vector B) | |
bool | != (bool A, bool B) | |
bool | != (name A, name B) | |
bool | != (Object A, Object B) | |
string | $ (coerce string A, coerce string B) | |
string | $= (out string A, coerce string B) | |
float | % (float A, float B) | |
int | & (int A, int B) | |
bool | && (bool A, skip bool B) | |
vector | * (float A, vector B) | |
vector | * (vector A, float B) | |
float | * (float A, float B) | |
rotator | * (float A, rotator B) | |
rotator | * (rotator A, float B) | |
int | * (int A, int B) | |
vector | * (vector A, vector B) | |
float | ** (float A, float B) | |
int | *= (out int A, float B) | |
vector | *= (out vector A, vector B) | |
rotator | *= (out rotator A, float B) | |
float | *= (out float A, float B) | |
vector | *= (out vector A, float B) | |
byte | *= (out byte A, byte B) | |
int | + (int A, int B) | |
rotator | + (rotator A, rotator B) | |
float | + (float A, float B) | |
vector | + (vector A, vector B) | |
int | ++ (out int A) | |
int | ++ (out int A) | |
byte | ++ (out byte A) | |
byte | ++ (out byte A) | |
float | += (out float A, float B) | |
rotator | += (out rotator A, rotator B) | |
byte | += (out byte A, byte B) | |
int | += (out int A, int B) | |
vector | += (out vector A, vector B) | |
float | - (float A, float B) | |
float | - (float A) | |
vector | - (vector A) | |
rotator | - (rotator A, rotator B) | |
int | - (int A) | |
vector | - (vector A, vector B) | |
int | - (int A, int B) | |
byte | -- (out byte A) | |
int | -- (out int A) | |
int | -- (out int A) | |
byte | -- (out byte A) | |
rotator | -= (out rotator A, rotator B) | |
vector | -= (out vector A, vector B) | |
int | -= (out int A, int B) | |
string | -= (out string A, coerce string B) | |
float | -= (out float A, float B) | |
byte | -= (out byte A, byte B) | |
rotator | / (rotator A, float B) | |
vector | / (vector A, float B) | |
int | / (int A, int B) | |
float | / (float A, float B) | |
rotator | /= (out rotator A, float B) | |
int | /= (out int A, float B) | |
vector | /= (out vector A, float B) | |
float | /= (out float A, float B) | |
byte | /= (out byte A, byte B) | |
bool | < (float A, float B) | |
bool | < (int A, int B) | |
bool | < (string A, string B) | |
int | << (int A, int B) | |
vector | << (vector A, rotator B) | |
bool | <= (float A, float B) | |
bool | <= (int A, int B) | |
bool | <= (string A, string B) | |
bool | == (rotator A, rotator B) | |
bool | == (string A, string B) | |
bool | == (float A, float B) | |
bool | == (vector A, vector B) | |
bool | == (name A, name B) | |
bool | == (bool A, bool B) | |
bool | == (int A, int B) | |
bool | == (Object A, Object B) | |
bool | > (float A, float B) | |
bool | > (int A, int B) | |
bool | > (string A, string B) | |
bool | >= (float A, float B) | |
bool | >= (string A, string B) | |
bool | >= (int A, int B) | |
int | >> (int A, int B) | |
vector | >> (vector A, rotator B) | |
int | >>> (int A, int B) | |
string | @ (coerce string A, coerce string B) | |
string | @= (out string A, coerce string B) | |
float | Abs (float A) | |
float | Acos (float A) | |
AllObjects (class baseClass, out Object obj) | ||
int | Asc (string S) | |
float | Asin (float A) | |
float | Atan (float A, float B) | |
BeginState () | ||
string | Caps (coerce string S) | |
float | Ceil (float A) | |
string | Chr (int i) | |
int | Clamp (int V, int A, int B) | |
bool | ClassIsChildOf (class TestClass, class ParentClass) | |
ClearConfig (optional string PropName) | ||
bool | ClockwiseFrom (int A, int B) | |
float | Cos (float A) | |
Created () | ||
vector | Cross (vector A, vector B) | |
Disable (name ProbeFunc) | ||
bool | Divide (coerce string Src, string Divider, out string LeftPart, out string RightPart) | |
float | Dot (vector A, vector B) | |
object | DynamicLoadObject (string ObjectName, class ObjectClass, optional bool MayFail) | |
EatStr (out string Dest, out string Source, int Num) | ||
Enable (name ProbeFunc) | ||
EndState () | ||
string | Eval (bool Condition, coerce string ResultIfTrue, coerce string ResultIfFalse) | |
float | Exp (float A) | |
float | FClamp (float V, float A, float B) | |
object | FindObject (string ObjectName, class ObjectClass) | |
float | FMax (float A, float B) | |
float | FMin (float A, float B) | |
float | FRand () | |
GetAxes (rotator A, out vector X, out vector Y, out vector Z) | ||
name | GetEnum (object E, coerce int i) | |
String | GetItemName (string FullName) | |
array<string> | GetPerObjectNames (string ININame, optional string ObjectClass, optional int MaxResults) | |
string | GetPropertyText (string PropName) | |
GetReferencers (Object Target, out array<Object> Referencers) | ||
name | GetStateName () | |
GetUnAxes (rotator A, out vector X, out vector Y, out vector Z) | ||
GotoState (optional name NewState, optional name Label) | ||
int | InStr (coerce string S, coerce string t) | |
float | InterpCurveEval (InterpCurve curve, float input) | |
InterpCurveGetInputDomain (InterpCurve curve, out float min, out float max) | ||
InterpCurveGetOutputRange (InterpCurve curve, out float min, out float max) | ||
Invert (out vector X, out vector Y, out vector Z) | ||
bool | IsA (name ClassName) | |
bool | IsInState (name TestState) | |
bool | IsOnConsole () | |
bool | IsSoaking () | |
string | Left (coerce string S, int i) | |
int | Len (coerce string S) | |
float | Lerp (float Alpha, float A, float B, optional bool bClampRange) | |
string | Localize (string SectionName, string KeyName, string PackageName) | |
string | Locs (coerce string S) | |
Log (coerce string S, optional name Tag) | ||
float | Loge (float A) | |
int | Max (int A, int B) | |
string | Mid (coerce string S, int i, optional int j) | |
int | Min (int A, int B) | |
vector | MirrorVectorByNormal (vector Vect, vector Normal) | |
vector | Normal (vector A) | |
rotator | Normalize (rotator Rot) | |
rotator | OrthoRotation (vector X, vector Y, vector Z) | |
bool | PlatformIs64Bit () | |
bool | PlatformIsMacOS () | |
bool | PlatformIsUnix () | |
bool | PlatformIsWindows () | |
Quat | QuatFindBetween (Vector A, Vector B) | |
Quat | QuatFromAxisAndAngle (Vector Axis, Float Angle) | |
Quat | QuatFromRotator (rotator A) | |
Quat | QuatInvert (Quat A) | |
Quat | QuatProduct (Quat A, Quat B) | |
vector | QuatRotateVector (Quat A, vector B) | |
Quat | QuatSlerp (Quat A, Quat B, float Slerp) | |
rotator | QuatToRotator (Quat A) | |
int | Rand (int Max) | |
float | RandRange (float Min, float Max) | |
string | Repl (coerce string Src, coerce string Match, coerce string With, optional bool bCaseSensitive) | |
ReplaceText (out string Text, string Replace, string With) | ||
ResetConfig (optional string PropName) | ||
string | Right (coerce string S, int i) | |
rotator | RotRand (optional bool bRoll) | |
float | Round (float A) | |
SaveConfig () | ||
bool | SetPropertyText (string PropName, string PropValue) | |
float | Sin (float A) | |
float | Smerp (float Alpha, float A, float B) | |
int | Split (coerce string Src, string Divider, out array<string> Parts) | |
float | Sqrt (float A) | |
float | Square (float A) | |
StaticClearConfig (optional string PropName) | ||
StaticSaveConfig () | ||
StopWatch (optional bool bStop) | ||
int | StrCmp (coerce string S, coerce string T, optional int Count, optional bool bCaseSensitive) | |
float | Tan (float A) | |
vector | VRand () | |
float | VSize (vector A) | |
Warn (coerce string S) | ||
int | ^ (int A, int B) | |
bool | ^^ (bool A, bool B) | |
int | | (int A, int B) | |
bool | || (bool A, skip bool B) | |
int | ~ (int A) | |
bool | ~= (string A, string B) | |
bool | ~= (float A, float B) |
Constants Detail |
---|
The maximum positive int value
ObjectFlag
Don't load for game client.
ObjectFlag
Don't load for editor.
ObjectFlag
Don't load for game server.
Object Flag
Can be referenced by external package files
ObjectFlag
Keep object around for editing even if unreferenced.
Object flag
Supports editor undo/redo
ObjectFlag
Can't be saved or loaded.
Variables Detail |
---|
The class of this object.
The name of this object. The string representation of this value is the same like the last part of the object's string representation.
Enumerations Detail |
---|
Generic axis enum.
CAMORIENT_None, CAMORIENT_LookAtActor, CAMORIENT_FacePath, CAMORIENT_Interpolate, CAMORIENT_Dolly,};
Camera orientations for Matinee
Detail mode
DP_UpperLeft, DP_UpperMiddle, DP_UpperRight, DP_MiddleRight, DP_LowerRight, DP_LowerMiddle, DP_LowerLeft, DP_MiddleLeft, DP_MiddleMiddle,};
Structures Detail |
---|
A bounding box sphere together.
A bounding box.
var(Object) config byte A;};
var(Object) config byte B;
var(Object) config byte G;
var(Object) config byte R;
An RGBA color
var(Object) config vector Origin;};
var(Object) config vector XAxis;
var(Object) config vector YAxis;
var(Object) config vector ZAxis;
An arbitrary coordinate system in 3d space.
A globally unique identifier.
A struct which holds output values for a set of input values. The array which is formed is used to query for an interpolated output value for any input value.
A single interpolation point used in the InterpCurve struct. It maps an input value to a particular output value.
var(Object) Plane WPlane;};
var(Object) Plane XPlane;
var(Object) Plane YPlane;
var(Object) Plane ZPlane;
a 4x4 matrix
A plane definition in 3d space.
var(Object) config float W;};
var(Object) config float X;
var(Object) config float Y;
var(Object) config float Z;
A quaternion. Quaternions are a mathematical construct that represents a rotation in three dimensions. It is not as intuitive as the Euler angles that are used for most of the rotation within Unrealscript. A rotator, is a rotation using Euler angles and is the "standard" type of rotation within Unrealscript.
Used to generate random values between Min and Max
var(Object) config range X;};
var(Object) config range Y;
var(Object) config range Z;
Vector of Ranges
var(Object) config int Pitch;};
var(Object) config int Roll;
var(Object) config int Yaw;
An orthogonal rotation in 3d space.
var(Object) config vector Scale;};
var(Object) ESheerAxis SheerAxis;
var(Object) config float SheerRate;
A scale and sheering.
var int FArray_ArrayMax;};
var int FArray_ArrayNum;
var pointer FArray_Data;
var pointer TMapBase_Hash;
var int TMapBase_HashCount;
var(Object) config float X;};
var(Object) config float Y;
var(Object) config float Z;
A point or direction vector in 3d space.
Functions Detail |
---|
Returns the absolute value (also known as the modulo) ofA
, usually written|A|
. Eg:Abs(5)== Abs(-5) == 5
.
Inverse cosine.
Returns the ASCII code of the first character in S
.
Inverse sine.
Called immediately when entering a state, while within the GotoState call that caused the state change.
Returns S
converted to uppercase.
ReturnsA
rounded off to the next higher whole number, e.g.Ceil(1.8)
returns 2,Ceil(-1.8)
returns -1, etc. Ceil will always round up while typecasting float to int rounds up for negative numbers and down for positive numbers, i.e. int casts simply discard everything after the decimal point.
Returns the character matchin the given ASCII code.
IfV
is smaller thanA
,
A
is returned. IfV
is larger thanB
,B
is returned. In any other caseV
is returned.
Returns whetherTestClass
is a subclass ofParentclass
. If the two classes are the same it returns true.
Remove this object's section from the appropriate .ini file, and reload the script defaults for this object. If PropertyName
is specified, only remove and reload that property, if found.
Returns cosine( A )
Notifiction for object based classes only (not actors)
Disables a probe function.
Divides a string and returns the two parts.
Returns a reference to a specified object, loading it if necessary.
Moves Num elements from Source to Dest
Enables a probe function.
Called immediately before going out of the current state, while within the GotoState call that caused the state change.
Given boolean expressionCondition
, return stringResultIfTrue
if the expression evaluates to true, otherwise returnResultIfFalse
.
IfV
is smaller thanA
,A
is returned. IfV
is larger thanB
,B
is returned. In any other caseV
is returned.
Returns the higher of the two values.
Returns the lower of the two values.
Returns a random number between 0 and 1.
Returns thei
-th element of the given enumeration, as inGetEnum(enum'MyEnum', 2)
or an empty name of the specified index exceeds the number of elements in the enumeration.
Returns the string representation of the name of an object without the package prefixes.
Returns all section names that exist in the .ini file specified by ININame
which correspond to PerObjectConfig classes.
Returns the value of the specified property typecasted to string. It is not possible to access default properties in this manner. This is useful when you don't want any dependencies to the package of an object, but still need to access its public (i.e. neither private nor protected) properties.
Usage:aString=anObject.GetPropertyText("PropertyName");
Returns a list of objects referencing the specified target object. Useful for debugging garbage collection problems.
Returns the object's current state name.
Switches to a new state. State code execution begins at the specified label or at"Begin:"
ifLabel
is not specified.
Before the state is changed the old state'sEndState
function is called. After the state changedBeginState
of the new state is called.
If the string t is found inside S InStr returns the starting position with the first character of S being 0. If t is not found InStr returns -1.
Returns whether the object's class is the specified class or a subclass. This function doesn't need a reference to the desired class, but just the class's name.
Returns whether the object's current state is the one specified.
For console specific stuff. "Console" in this case refers to a game console. Not the console dropped down and typed into.
For console specific stuff.
Returns thei
leftmost characters ofS
.
Returns the length of a string.
Returns the linear interpolation between A and B.
The return value is calculated through something like this:(B - A) * Alpha + A
Returns the string found inPackageName.int
in the[SectionName]
section. Logs an error if no localization for the specified string is found.
Returns S
converted to lowercase.
Writes a line to the log file. The line begins with theTag
or"ScriptLog:"
ifTag
was not specified, followed by the log string.
The tags'Error'
and'Warning'
(and probably others, too) have a special meaning in Commandlets.
Returns log(A)
, the natural logarithm
Returns the higher of the two values.
Returns the middle part of S, starting at character i and including j characters (or all of them if j is not specified). Note: the 1st char has the number 0, this is diffrent then in visual basic, where the 1st char is 1.
Returns the lower of the two values.
Returns a random number ranging from 0 to Max-1.
Return a random number within the given range.
Replaces all occurances ofMatch
in stringSrc
. Specifytrue
forbCaseSensitive
if matching should be case-sensitive.
Like Repl, but modifies the input string variable directly and is always case-sensitive.
Resets the config and globalconfig variables of this object's class to the values stored in Default.ini or DefUser.ini.
Returns thei
rightmost characters ofS
.
Returns A
rounded off to the nearest whole number, e.g. pass 1.05 and it returns 1.00, 5.5 will return 6.0 etc.
Saves the current values of config and globalconfig variables of this object to the ini file and sets them as default values for the object's class.
Assigns a value to the specified public non-constant property of an object. Only use this for properties that can be typecasted from string.
Usage:anObject.SetPropertyString("PropertyName", "new value");
Returns sine( A )
Returns an Alpha-smooth nonlinear interpolation between A and B.
The return value seems to be calculated through something like this:(-2 * (B - A) * Alpha ** 3) + (3 * (B - A) * Alpha ** 2) + A
Splits a string iat the specified divider and returns the parts as a dynamic array of strings. If the input string starts with the given divider, the first element of the output array will be empty.
Returns the square root of A
.
Static version of ClearConfig()
.
Saves the default values of config and globalconfig variables of this object's class to the ini file.
For script timing. Have done some testing, having StopWatch called onTick()
with different values forbStop
.bStop=False
seems to do nothing, not showing any HUD messages, output to stdout/err, or to logfile. First call withbStop=True
prints text"UNICODE str: Time=%lf ms"
to output, logs"Log: Unknown percent in UnUnix.cpp::wvsnprintf()."
, and crashes, whether there have been zero, one, or many previous calls withbStop=False
. So far, none of this looks useful, but perhaps it needs to be used in a different context to work properly - on dedicated server, or in an Actor (my test was in an Interaction, in an "Instant Action" game).
StopWatch( false );
starts the stopwatch.StopWatch( true );
disables and resets the timer. When you stop the timer, a line will be printed in the log stating something like:Time=41.768ms.
This is the time that the stopwatch was at when it was stopped. This makes it appear to be very much like clock.. but the log statement that shows the stop time is not what you can really do with StopWatch.
The magic of stopwatch is that when it is running it timestamps log entries. Each is stamped with the time elapsed since the timer was started. It is great for finding out the time taken throughout a function, without writing a veritable pile of clock and unclock statements, as well as adding temporary variables for them, and the works!
Returns tan( A )
Same likeLog
, but the line starts with"ScriptWarning:"
and contains information about the object, state and function that called Warn.
Defaultproperties |
---|
defaultproperties
{
}
|
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |