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UE3:UTGame (UT3)
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Contents |
- Package:
- UTGame
- Direct subclass:
- UTDeathmatch
- This class in other games:
- UDK
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
[edit] Constants
See UTGame constants.
[edit] Properties
[edit] Property group 'UTGame'
[edit] MaxCustomChars
Type: int
Modifiers: config
Maximum number of custom char meshes allowed.
Default value: 12
[edit] ResetCountDown
Type: int
[edit] ResetTimeDelay
Type: int
Modifiers: config
time (seconds) before restarting teams
[edit] Internal variables
See UTGame internal variables.
[edit] Default values
[edit] Enums
[edit] EVoiceChannel
Voice channels used by these game types
- VC_Spectators
- VC_Team1
- VC_Team2
[edit] Structs
[edit] ActiveBotInfo
Modifiers: native
Array of active bot names.
[edit] GameMapCycle
Modifiers: native
Game Map Cycles, there is a map cycle per game mode
[edit] GameTypePrefix
Modifiers: native
- string Prefix
- map prefix, e.g. "DM"
- string GameType
- gametype used if none specified on the URL
- array<string> AdditionalGameTypes
- additional gametypes supported by this map prefix via the URL (used for cooking)
[edit] MapContextMapping
Modifiers: native
[edit] Functions
[edit] Static native functions
[edit] IsLowGoreVersion
[edit] Static events
[edit] SetGameType
Overrides: GameInfo.SetGameType
[edit] Other static functions
[edit] AllowMutator
Overrides: GameInfo.AllowMutator
[edit] ConvertMapNameToContext
UT3G - Convert the map name to the XboxLive context
[edit] GetEndOfMatchRules
Returns:
- a string that describes how to win the match
[edit] OrderToIndex
[edit] RemoveOption
[edit] Exec functions
[edit] AddBots
[edit] AddNamedBot
[edit] KillBots
Overrides: GameInfo.KillBots
[edit] KillOthers
[edit] KillThis
[edit] Native functions
[edit] CurrentPlayerCount
Overrides: GameInfo.CurrentPlayerCount
[edit] IsPureGame
returns whether this game should be considered "pure"
[edit] SortPlayerScores
Sorts the scores and assigns relative positions to the players
Parameters:
- PlayerScores - the raw scores before sorting and relative position setting
[edit] Events
[edit] AddDefaultInventory
Overrides: GameInfo.AddDefaultInventory
Give player locker weapons for locker associated with base
[edit] GetBeaconText
Overrides: GameInfo.GetBeaconText
[edit] GetSeamlessTravelActorList
Overrides: GameInfo.GetSeamlessTravelActorList
(Description copied from GameInfo.GetSeamlessTravelActorList)
called on server during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all autmoatically moved regardless of whether they're included here only dynamic (!bStatic and !bNoDelete) actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)
Parameters:
- bToEntry - true if we are going from old level -> entry, false if we are going from entry -> new level
- ActorList - out) list of actors to maintain
See: also PlayerController::GetSeamlessTravelActorList() (the function that's called on clients)
[edit] HandleSeamlessTravelPlayer
Overrides: GameInfo.HandleSeamlessTravelPlayer
(Description copied from GameInfo.HandleSeamlessTravelPlayer)
handles reinitializing players that remained through a seamless level transition called from C++ for players that finished loading after the server
Parameters:
- C - the Controller to handle
[edit] InitGame
Overrides: GameInfo.InitGame
[edit] Login
Overrides: GameInfo.Login
[edit] PostBeginPlay
Overrides: GameInfo.PostBeginPlay
[edit] PostLogin
Overrides: GameInfo.PostLogin
[edit] PostSeamlessTravel
Overrides: GameInfo.PostSeamlessTravel
called after a seamless level transition has been completed on the *new* GameInfo used to reinitialize players already in the game as they won't have *Login() called on them
[edit] PreLogin
Overrides: GameInfo.PreLogin
[edit] Reset
Overrides: GameInfo.Reset
Reset() - reset actor to initial state - used when restarting level without reloading.
[edit] Other instance functions
See UTGame instance functions.
[edit] States
[edit] MatchInProgress
[edit] MatchInProgress.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] MatchInProgress.Timer
Overrides: GameInfo.Timer (global)
[edit] MatchInProgress.ChangeTeam
Overrides: GameInfo.ChangeTeam (global)
[edit] MatchInProgress.MatchIsInProgress
Overrides: MatchIsInProgress (global)
[edit] MatchOver
[edit] MatchOver.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] MatchOver.PostLogin
Overrides: PostLogin (global)
[edit] MatchOver.Timer
Overrides: GameInfo.Timer (global)
[edit] MatchOver.ChangeTeam
Overrides: GameInfo.ChangeTeam (global)
[edit] MatchOver.NeedPlayers
Overrides: NeedPlayers (global)
[edit] MatchOver.ReduceDamage
Overrides: ReduceDamage (global)
[edit] MatchOver.ResetLevel
Overrides: GameInfo.ResetLevel (global)
Resets level by calling Reset() on all actors
[edit] MatchOver.RestartPlayer
Overrides: RestartPlayer (global)
[edit] MatchOver.ScoreKill
Overrides: ScoreKill (global)
[edit] MatchOver.UpdateWeaponAwards
Update weapon awards at end of match
[edit] PendingMatch
This state is used to change the flow of start/end match to handle arbitration
Basic flow of events: Server prepares to start the match and tells all clients to register arbitration Clients register with arbitration and tell the server when they are done Server checks for all clients to be registered and kicks any clients if they don't register in time. Server registers with arbitration and the match begins
Match ends and the server tells connected clients to write arbitrated stats Clients write stats and notifies server of completion Server writes stats and ends the match
Inherits from: GameInfo.PendingMatch
Modifiers: auto
[edit] PendingMatch.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] PendingMatch.EndState
Overrides: GameInfo.PendingMatch.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] PendingMatch.Timer
Overrides: GameInfo.Timer (global)
[edit] PendingMatch.CheckLives
[edit] PendingMatch.CheckScore
Overrides: CheckScore (global)
[edit] PendingMatch.RestartPlayer
Overrides: RestartPlayer (global)
[edit] PendingMatch.ScoreFlag
[edit] PendingMatch.ScoreKill
Overrides: ScoreKill (global)
[edit] RoundOver
Extends: MatchOver
Ignores: DoEndGameMapVote, DoMapVote
[edit] RoundOver.BeginState
Overrides: MatchOver.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] RoundOver.Timer
Overrides: MatchOver.Timer
[edit] RoundOver.ChangeTeam
Overrides: MatchOver.ChangeTeam
[edit] RoundOver.ResetLevel
Overrides: MatchOver.ResetLevel
Resets level by calling Reset() on all actors
