Legacy:XRealCTFBase - Unreal Wiki

# Legacy:XRealCTFBase

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UT2003 :: Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> CTFBase >> xRealCTFBase (Package: XGame)

Adds two things to CTFBase: it puts the team symbol on its flag skin, and starts the flag animation. It also specifies the flag mesh.

## Properties

### Main

vector BaseOffset
  Used in placing the flag holder mesh, which is created by the subclasses in their `PostBeginPlay` methods since there are different skins for each team.

### Hidden

GameReplicationInfo GRI
  The current GameReplicationInfo, used in `UpdateForTeam`.

## Functions

UpdateForTeam() (simulated)
  Puts the team symbol on the flag skin. If `GRI != None` and `DefenderTeamIndex < 2` and `GRI.TeamSymbols[DefenderTeamIndex] != None`, calls `TexScaler(Combiner(Shader(FinalBlend(Skins[0]).Material).Diffuse).Material2).Material = GRI.TeamSymbols[DefenderTeamIndex]`.
SetGRI( GameReplicationInfo NewGRI ) (simulated)
  Sets `GRI = NewGRI` and calls `UpdateForTeam()`.
PostBeginPlay() (simulated)
  Starts the flag animation. Calls `Super.PostBeginPlay()`. If `Level.NetMode != NM_DedicatedServer`, calls `LoopAnim('flag',0.8)`. If `Level.Game != None`, calls `SetGRI(Level.Game.GameReplicationInfo)`.

## Known Subclasses

- xBlueFlagBase
- xRedFlagBase

## Related Topics

- Mapping for CTF
- Mapping for VCTF

## Discussion

NickR: It seems that it doesn't matter what you do, you just can't destroy these actors via the code. If you .destroy() them before their BeginPlay() is called they do not get destroyed. So what's up? I want to use CTF maps without the flags!

Wormbo: Try Disable()ing their BeginPlay() and other relevant events, set them to be hidden and disable their collision.

Categories: Legacy Class (UT2003) | Legacy Class (UT2004)

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