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UE3:GameRules (UT3)

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UT3 Object >> Actor >> Info >> GameRules

Contents

Package: 
Engine
Direct subclass:
UTGameRules_SlowTimeKills
This class in other games:
U2, U2XMP, UE2Runtime, UT2003, UT2004

GameRules.

The GameRules class handles game rule modifications for the GameInfo such as scoring, finding player starts, and damage modification.

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] NextGameRules

Type: GameRules


[edit] Default values

Property Value
CollisionType COLLIDE_CustomDefault

[edit] Subobjects

[edit] Sprite

Class: Engine.SpriteComponent

Inherits from: Info.Sprite

No new values.

[edit] Instance functions

[edit] AddGameRules

function AddGameRules (GameRules GR)


[edit] CheckEndGame

function bool CheckEndGame (PlayerReplicationInfo Winner, string Reason)


[edit] FindPlayerStart

function NavigationPoint FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName)


[edit] GetRules

function string GetRules ()


[edit] HandleRestartGame

function bool HandleRestartGame ()


[edit] NetDamage

function NetDamage (int OriginalDamage, out int Damage, Pawn injured, Controller instigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType)


[edit] OverridePickupQuery

function bool OverridePickupQuery (Pawn Other, class<InventoryItemClass, Actor Pickup, out byte bAllowPickup)

OverridePickupQuery() when pawn wants to pickup something, gamerules given a chance to modify it. If this function returns true, bAllowPickup will determine if the object can be picked up.

Parameters:

  • Other - the Pawn that wants the item
  • ItemClass - the Inventory class the Pawn can pick up
  • Pickup - the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup)
  • bAllowPickup - out) whether or not the Pickup actor should give its item to Other (0 == false, anything else == true)

Returns:

whether or not to override the default behavior with the value of

[edit] PreventDeath

function bool PreventDeath (Pawn Killed, Controller Killer, class<DamageTypedamageType, Object.Vector HitLocation)


[edit] ScoreKill

function ScoreKill (Controller Killer, Controller Killed)


[edit] ScoreObjective

function ScoreObjective (PlayerReplicationInfo Scorer, int Score)


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