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UE2:ASGameInfo (UT2004)
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| Object >> Actor >> Info >> GameInfo >> UnrealMPGameInfo >> DeathMatch >> TeamGame >> xTeamGame >> ASGameInfo |
- Package:
- UT2k4Assault
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
ASGameInfo Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved
[edit] Constants
[edit] ASPROPNUM
Value: 5
[edit] Properties
[edit] Property group 'ASGameInfo'
[edit] PracticeTimeLimit
Type: int
Modifiers: config
practice duration (in seconds)
Default value: 60
[edit] RoundLimit
Type: int
Modifiers: config
number of pair of rounds
Default value: 1
[edit] RoundTimeLimit
Type: int
Modifiers: config
max round duration (in minutes)
Default value: 10
[edit] Property group 'LoadingHints'
[edit] ASHints
Modifiers: private, localized
Default value, index 0: "A waypoint on the HUD indicates the location of an objective."
Default value, index 1: "Be on the look out for HUD warnings and alarm sounds when an objective is in danger."
Default value, index 10: "All turrets can zoom in by pressing %MOVEFORWARD% and zoom out by pressing %MOVEBACKWARD%."
Default value, index 11: "Link turrets have the same properties as the Link Gun."
Default value, index 12: "The Ion Cannon and Ion Plasma Tank, while charging up, indicate their target with a laser beam."
Default value, index 13: "You can switch between remote controlled turrets by pressing %NEXTWEAPON% and %PREVWEAPON%."
Default value, index 14: "In a SpaceFighter, you can cycle through targets by pressing %NEXTWEAPON% and %PREVWEAPON%."
Default value, index 15: "Various trophies can be obtained by destroying a key vehicle (or turret), completing an objective, or successfully attacking."
Default value, index 16: "A trophy is given to the player completing an objective, but the points reward is shared between all contributors."
Default value, index 17: "Press %TOGGLEBEHINDVIEW% to switch between 1st and 3rd person view in vehicles."
Default value, index 18: "When a new spawn area has been enabled, Press %SWITCHWEAPON 10% to teleport to it instantly."
Default value, index 19: "Press %BASEPATH 0% or %BASEPATH 1% to highlight the current objective, show a path to it, and slide out the objective list."
Default value, index 20: "Monitor the respawn countdown to know when to expect backups."
Default value, index 21: "Some weapons are better at destroying enemy Spider Mines than others."
Default value, index 22: "You can be hurt or killed by vehicles exploding near you."
Default value, index 23: "You can heal a friendly vehicle with the Link Gun alt-fire."
Default value, index 24: "If you die, any Spider Mines or Grenades you fired will explode."
Default value, index 25: "The green light on top of the weapon lockers indicates that additional ammo is available at that locker."
[edit] Internal variables
[edit] ASPropDescText
Type: string
Array size: 5 (ASPROPNUM)
Modifiers: localized
Default value, index 0: "Number of pair of rounds (Attack and defense) for this match."
Default value, index 1: "Specifies how long each round lasts."
Default value, index 2: "Specifies how much time there is between each round."
Default value, index 3: "Specifies time between reinforcements spawning."
Default value, index 4: "Specifies how much time lasts the online practice round. (In seconds)"
[edit] ASPropsDisplayText
Type: string
Array size: 5 (ASPROPNUM)
Modifiers: localized
Default value, index 0: "Pair of Rounds"
Default value, index 1: "Round Time Limit"
Default value, index 2: "Reset Countdown"
Default value, index 3: "Reinforcements Time"
Default value, index 4: "Practice Time"
[edit] AttackerWinRound
Type: name
Array size: 2
Default value, index 0: 'Red_team_attacked'
Default value, index 1: 'Blue_team_attacked'
[edit] bDisableReinforcements
Type: bool
[edit] bWeakObjectives
Type: bool
cheat
[edit] CurrentAttackingTeam
Type: byte
Current Attacking team index
[edit] CurrentMatineeScene
Type: SceneManager
SP matinee intro cinematic
[edit] CurrentObjective
Type: GameObjective
[edit] CurrentRound
Type: byte
[edit] DefenderWinRound
Type: name
Array size: 2
Default value, index 0: 'Red_team_defended'
Default value, index 1: 'Blue_team_defended'
[edit] DrawGameSound
Type: name
Default value: 'Draw_Game'
[edit] EndCinematic
Type: ASCinematic_SceneManager
MP outro cinematic
[edit] FirstAttackingTeam
Type: byte
[edit] KeyVehicle
Type: Vehicle
[edit] LastDisabledObjective
Type: GameObjective
[edit] MaxRounds
Type: int
converted to actual number of rounds played
[edit] NewRoundSound
Type: name
Default value: 'New_assault_in'
[edit] ReinforcementsCount
Type: int
[edit] ReinforcementsFreq
Type: int
Modifiers: config
Reinforcement frequency (seconds, 0 = no reinforcements)
Default value: 7
[edit] ReinforcementsValidTime
Type: int
delay while players are allowed to join last reinforcement
Default value: 3
[edit] RoundStartTime
Type: int
[edit] SpawnManagers
Type: array<PlayerSpawnManager>
Handling player spawning
[edit] SuccessfulAssaultTimeLimit
Type: int
if first attacking team sucessfully attacked, defenders will have to beat that time to win.
[edit] Default values
| Property | Value |
|---|---|
| Acronym | "AS" |
| ADR_Kill | 2.0 |
| bAllowVehicles | True |
| BeaconName | "AS" |
| bScoreTeamKills | False |
| bSkipPlaySound | True |
| bSpawnInTeamArea | True |
| bTeamScoreRounds | True |
| Description | "In each round, one team takes the role of the attacker, while the other team defends, in recreations of famous (or infamous) scenarios. After a pair of rounds, the most successful attacking team scores a point." |
| GameName | "Assault" |
| GameReplicationInfoClass | Class'UT2k4Assault.ASGameReplicationInfo' |
| GoalScore | 0 |
| HUDSettingsMenu | "GUI2K4.CustomHUDMenuAssault" |
| HUDType | "UT2k4Assault.HUD_Assault" |
| MapListType | "UT2k4Assault.ASMapList" |
| MapPrefix | "AS" |
| MutatorClass | "UT2K4Assault.ASMutator" |
| NetWait | 15 |
| ResetTimeDelay | 8 |
| ScoreBoardType | "UT2k4Assault.ScoreBoard_Assault" |
| ScreenShotName | "UT2004Thumbnails.AssaultShots" |
| SpawnProtectionTime | 3.0 |
| TeamAIType[0] | Class'UT2k4Assault.ASTeamAI' |
| TeamAIType[1] | Class'UT2k4Assault.ASTeamAI' |
| TeammateBoost | 0.25 |
[edit] Enums
[edit] ERER_Reason
- ERER_AttackersWin
- ERER_AttackersLose
[edit] Functions
[edit] Static events
[edit] AcceptPlayInfoProperty
Overrides: TeamGame.AcceptPlayInfoProperty
[edit] GetDescriptionText
Overrides: TeamGame.GetDescriptionText
[edit] Other static functions
[edit] AllowMutator
Overrides: GameInfo.AllowMutator
[edit] FillPlayInfo
Overrides: TeamGame.FillPlayInfo
[edit] GetAllLoadHints
Overrides: TeamGame.GetAllLoadHints
[edit] NeverAllowTransloc
Overrides: DeathMatch.NeverAllowTransloc
[edit] PrecacheGameAnnouncements
Overrides: TeamGame.PrecacheGameAnnouncements
[edit] Exec functions
[edit] NewRound
[edit] Events
[edit] InitGame
Overrides: TeamGame.InitGame
[edit] Login
Overrides: DeathMatch.Login
[edit] NewSpawnAreaEnabled
[edit] NoTranslocatorKeyPressed
Overrides: GameInfo.NoTranslocatorKeyPressed
[edit] PostBeginPlay
Overrides: TeamGame.PostBeginPlay
[edit] SceneStarted
Overrides: GameInfo.SceneStarted
[edit] Other instance functions
See ASGameInfo instance functions.
[edit] States
[edit] MatchInProgress
[edit] MatchInProgress.Timer
Overrides: DeathMatch.MatchInProgress.Timer
[edit] MatchInProgress.IsPlaying
Overrides: IsPlaying (global)
[edit] MatchInProgress.PlayerCanRestart
Overrides: GameInfo.PlayerCanRestart (global)
[edit] MatchInProgress.PlayerCanRestartGame
Overrides: GameInfo.PlayerCanRestartGame (global)
[edit] MatchInProgress.SpawnWait
Overrides: UnrealMPGameInfo.SpawnWait (global)
[edit] MatchOver
[edit] MatchOver.EndRound
Overrides: EndRound (global)
[edit] MPOutroCinematic
[edit] MPOutroCinematic.BeginState
Overrides: Object.BeginState (global)
[edit] MPOutroCinematic.EndState
Overrides: Object.EndState (global)
[edit] MPOutroCinematic.SceneEnded
Overrides: GameInfo.SceneEnded (global)
[edit] MPOutroCinematic.PlayerCanRestartGame
Overrides: GameInfo.PlayerCanRestartGame (global)
[edit] PendingMatch
Inherits from: DeathMatch.PendingMatch
Modifiers: auto
[edit] PendingMatch.EndRound
Overrides: EndRound (global)
[edit] SPIntroCinematic
[edit] SPIntroCinematic.BeginState
Overrides: Object.BeginState (global)
[edit] SPIntroCinematic.EndState
Overrides: Object.EndState (global)
[edit] SPIntroCinematic.SceneAbort
Overrides: GameInfo.SceneAbort (global)
[edit] SPIntroCinematic.SceneEnded
Overrides: GameInfo.SceneEnded (global)
[edit] SPIntroCinematic.SceneStarted
Overrides: SceneStarted (global)
[edit] SPIntroCinematic.CanDisableObjective
Overrides: CanDisableObjective (global)
[edit] SPIntroCinematic.EndRound
Overrides: EndRound (global)
[edit] SPIntroCinematic.IsPlayingIntro
Overrides: IsPlayingIntro (global)
