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UE3:GameRules (UT3)

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UT3 Object >> Actor >> Info >> GameRules
Package: 
Engine
Direct subclass:
UTGameRules_SlowTimeKills
Known custom subclasses:
UT_GR_Info (UT3), UTM_UTStyle(UT3)
This class in other games:
UT2003, U2XMP, U2, UE2Runtime, 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.

Properties

NextGameRules

Type: GameRules


Default values

Property Value
CollisionType COLLIDE_CustomDefault

Subobjects

Sprite

Class: Engine.SpriteComponent

Inherits from: Info.Sprite

No new values.

Instance functions

AddGameRules

function AddGameRules (GameRules GR)


CheckEndGame

function bool CheckEndGame (PlayerReplicationInfo Winner, string Reason)


FindPlayerStart

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


GetRules

function string GetRules ()


HandleRestartGame

function bool HandleRestartGame ()


NetDamage

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


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

PreventDeath

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


ScoreKill

function ScoreKill (Controller Killer, Controller Killed)


ScoreObjective

function ScoreObjective (PlayerReplicationInfo Scorer, int Score)