Mostly Harmless

UE1:TrainingDM (UT)

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UT Object >> Actor >> Info >> GameInfo >> TournamentGameInfo >> DeathMatchPlus >> TrainingDM

Contents

Package: 
BotPack

null

Properties

bPause

Type: bool


bReadyToSpawn

Type: bool


DM

Type: string

Array size: 24


Default value, index 0: "TutVoicedm.dm00"

Default value, index 1: "TutVoicedm.dm01"

Default value, index 10: "TutVoicedm.dm10"

Default value, index 11: "TutVoicedm.dm11"

Default value, index 12: "TutVoicedm.dm12"

Default value, index 13: "TutVoicedm.dm13"

Default value, index 14: "TutVoicedm.dm14"

Default value, index 15: "TutVoicedm.dm15"

Default value, index 16: "TutVoicedm.dm16"

Default value, index 17: "TutVoicedm.dm17"

Default value, index 18: "TutVoicedm.dm18"

Default value, index 19: "TutVoicedm.dm19"

Default value, index 20: "TutVoicedm.dm02"

Default value, index 21: "TutVoicedm.dm20"

Default value, index 22: "TutVoicedm.dm21"

Default value, index 23: "TutVoicedm.dm22"

Default value, index 24: "TutVoicedm.dm23"

Default value, index 25: "TutVoicedm.dm03"

Default value, index 26: "TutVoicedm.dm04"

Default value, index 27: "TutVoicedm.dm05"

Default value, index 28: "TutVoicedm.dm06"

Default value, index 29: "TutVoicedm.dm07"

Default value, index 30: "TutVoicedm.dm08"

Default value, index 31: "TutVoicedm.dm09"

EventIndex

Type: int


EventTimer

Type: int


KeyAlias

Type: string

Array size: 255


LastEvent

Type: int


Default value: 24

LastLocation

Type: Object.Vector


LastRotation

Type: Object.Rotator


SoundIndex

Type: int


Trainee

Type: PlayerPawn


TutMessage

Type: string

Array size: 24

Modifiers: localized


Default value, index 0: "Welcome to Deathmatch combat training. Deathmatch is a sport in which you compete against other gun-wielding players in a fast paced free-for-all. The object is to destroy all of your enemies by any means necessary."

Default value, index 1: "Every time you take an enemy out you get a point, called a 'frag' in gaming lingo. You can see your frag count on the left side of the screen. At the end of the game the player with the most frags wins the match."

Default value, index 10: "Excellent. You can also look vertically to see what's occuring above and below you. In deathmatch your enemies will be attacking from above and below, so remember to always keep your eyes peeled."

Default value, index 11: "If you feel like you are looking around too quickly you can easily adjust the sensitivity of the mouse in the OPTIONS menu."

Default value, index 12: "Let's learn about offense. Remember, the only way to win at deathmatch is to destroy your foes with weaponry that you collect."

Default value, index 13: "I'm going to open the weapons locker and allow access to some guns, let's pick them up and get ready for some target practice."

Default value, index 14: "Great, now we're armed. The gun you're carrying is commonly called the 'Shock Rifle'. It, like all the weapons in the Tournament, has two firing modes. Let's try shooting the gun now. Press the fire button to emit a lethal electric beam."

Default value, index 15: "Very good. The Shock Rifle's primary fire will instantly hit the person you shoot at. In Unreal Tournament, every weapon also has an alternate firing mode. Press the alt fire button to shoot a ball of plasma at your enemy."

Default value, index 16: "Great! The alt fire on the Shock Rifle is slower moving than the primary fire, but does more damage. Its up to you to decide which attack is right for the situation. Sometimes you might be carrying more than one weapon. I've just put an 'Enforcer' sidearm in your pack. Each weapon has an associated number, as you can see at the bottom of your screen. The Enforcer is weapon number 2. Press 2 and switch to the enforcer. You can switch back to the Shock Rifle by pressing its number."

Default value, index 17: "Good, now you know how to switch weapons in battle. Every weapon in Unreal Tournament is a projectile weapon except one, the 'Impact Hammer'. Press 1 now to switch to the Impact Hammer."

Default value, index 18: "The Impact Hammer is a melee, or close combat, weapon. It requires you to be standing very close to the target to do damage. The tradeoff is that a hit will almost always kill your enemy. Press and hold the primary fire button now to charge up the impact hammer."

Default value, index 19: "Now, run up to the Nali I just spawned. When you get close enough, the Impact Hammer will release blowing him into pieces."

Default value, index 20: "Remember, if you accidentally blow yourself up or fall into lava you will lose a frag!"

Default value, index 21: "Look at those gibs fly! Great job."

Default value, index 22: "Good job. Now we're going to take out some stationary targets. Shoot all three barrels to proceed."

Default value, index 23: "Nice shootin' Tex. It's about to get harder. I'm going to release a training human opponent for you to practice on. You'll have to frag him three times to complete the tutorial. Good luck!"

Default value, index 24: "Congratulations! You have proven yourself to be a worthy Deathmatch player. Now its time to enter the Deathmatch Tournament Ladder."

Default value, index 25: "Let's learn some basics about moving around. A good deathmatch player is always moving, because a moving target is harder to hit than a stationary one."

Default value, index 26: "The forward key moves you forward while the backward key makes you backpedal. The left key causes you to strafe left, while the right key, you guessed it, strafes right."

Default value, index 27: "Strafing is extremely important in deathmatch because it allows you to move from side to side without turning and losing sight or aim of your foe. Let's try strafing left and right now."

Default value, index 28: "Another important element of moving around is jumping. Jumping allows you to reach areas of the map that are too high to walk to normally and to cross dangerous pits. Try pressing the jump button and jump around the map."

Default value, index 29: "Excellent."

Default value, index 30: "Now we're going to learn about Mouselooking. Move your mouse around and notice how your view shifts. This is how you look around and turn, known as Mouselook."

Default value, index 31: "Try turning around several times by moving the mouse left to right to see the lovely battle arena."

TutMessage14Parts

Type: string

Array size: 2

Modifiers: localized


Default value, index 0: "Great, now we're armed. The gun you're carrying is commonly called the 'Shock Rifle'. It, like all the weapons in the Tournament, has two firing modes. Let's try shooting the gun now. Press the fire button"

Default value, index 1: "to emit a lethal electric beam."

TutMessage15Parts

Type: string

Array size: 2

Modifiers: localized


Default value, index 0: "Very good. The Shock Rifle's primary fire will instantly hit the person you shoot at. In Unreal Tournament, every weapon also has an alternate firing mode. Press the alt fire button"

Default value, index 1: "to shoot a ball of plasma at your enemy."

TutMessage4Parts

Type: string

Array size: 5

Modifiers: localized


Default value, index 0: "The forward key"

Default value, index 1: "moves you forward while the backward key"

Default value, index 2: "makes you backpedal. The left key"

Default value, index 3: "causes you to strafe left, while the right key"

Default value, index 4: ", you guessed it, strafes right."

TutMessage6Parts

Type: string

Array size: 2

Modifiers: localized


Default value, index 0: "Another important element of moving around is jumping. Jumping allows you to reach areas of the map that are too high to walk to normally and to cross dangerous pits. Try pressing the jump button"

Default value, index 1: "and jump around the map."

Default values

Property Value
BeaconName "DM-Tutorial"
bLoggingGame False
bTutorialGame True
Difficulty 0
GameName "Combat Training: DM"
MapPrefix "DM-Tutorial"
SingleWaitingMessage ""

Functions

Events

InitGame

event InitGame (string Options, out string Error)

Overrides: DeathMatchPlus.InitGame


Login

event PlayerPawn Login (string Portal, string Options, out string Error, class<PlayerPawnSpawnClass)

Overrides: DeathMatchPlus.Login


PostBeginPlay

event PostBeginPlay ()

Overrides: DeathMatchPlus.PostBeginPlay


Timer

event Timer ()

Overrides: DeathMatchPlus.Timer


Other instance functions

AddDefaultInventory

function AddDefaultInventory (Pawn PlayerPawn)

Overrides: DeathMatchPlus.AddDefaultInventory


DMTutEvent0

function DMTutEvent0 ()


DMTutEvent1

function DMTutEvent1 ()


DMTutEvent10

function DMTutEvent10 ()


DMTutEvent11

function DMTutEvent11 ()


DMTutEvent12

function DMTutEvent12 ()


DMTutEvent13

function DMTutEvent13 ()


DMTutEvent14

function DMTutEvent14 ()


DMTutEvent15

function DMTutEvent15 ()


DMTutEvent16

function DMTutEvent16 ()


DMTutEvent17

function DMTutEvent17 ()


DMTutEvent18

function DMTutEvent18 ()


DMTutEvent19

function DMTutEvent19 ()


DMTutEvent2

function DMTutEvent2 ()


DMTutEvent20

function DMTutEvent20 ()


DMTutEvent21

function DMTutEvent21 ()


DMTutEvent22

function DMTutEvent22 ()


DMTutEvent23

function DMTutEvent23 ()


DMTutEvent3

function DMTutEvent3 ()


DMTutEvent4

function DMTutEvent4 ()


DMTutEvent5

function DMTutEvent5 ()


DMTutEvent6

function DMTutEvent6 ()


DMTutEvent7

function DMTutEvent7 ()


DMTutEvent8

function DMTutEvent8 ()


DMTutEvent9

function DMTutEvent9 ()


EndGame

function EndGame (string Reason)

Overrides: GameInfo.EndGame


InitRatedGame

function InitRatedGame (LadderInventory LadderObj, PlayerPawn LadderPlayer)

Overrides: DeathMatchPlus.InitRatedGame


LoadKeyBindings

function LoadKeyBindings (PlayerPawn P)


SuccessfulGame

function bool SuccessfulGame ()

Overrides: DeathMatchPlus.SuccessfulGame


TutorialSound

function TutorialSound (string NewSound)


States

ChunkTheNali

ChunkTheNali.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FreeRunning1

FreeRunning1.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FreeRunning10

FreeRunning10.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FreeRunning2

FreeRunning2.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


FreeRunning2.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FreeRunning3

FreeRunning3.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


FreeRunning3.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FreeRunning4

FreeRunning4.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FreeRunning5

FreeRunning5.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FreeRunning6

FreeRunning6.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FreeRunning7

FreeRunning7.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FreeRunning8

FreeRunning8.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


FreeRunning9

FreeRunning9.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


ServerTravel

ServerTravel.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


ServerTravel.Timer

event Timer ()

Overrides: Timer (global)