Cogito, ergo sum
UE3:UTTeamGame (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- UTGame
- Direct subclasses:
- UTCTFGame, UTDuelGame, UTEntryGame, UTGreedGame, UTOnslaughtGame
- This class in other games:
- UDK
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] bAllowNonTeamChat
Type: bool
Modifiers: config
[edit] bForceAllRed
Type: bool
for AI testing
[edit] bNoTeamChangePenalty
Type: bool
if true, no score penalty for changing teams
[edit] bPlayersBalanceTeams
Type: bool
Modifiers: globalconfig
Players balance teams
Default value: True
[edit] bRebalanceAfterTravel
Type: bool
Modifiers: globalconfig
Forces the teams to be rebalanced after seamless travel
[edit] bRebalanceOnceAfterTravel
Type: bool
Modifiers: globalconfig
As above, but used by the vote code when going from DM to team games
[edit] bScoreTeamKills
Type: bool
Default value: True
[edit] bScoreVictimsTarget
Type: bool
Should we check a victims target for bonuses
[edit] bSpawnInTeamArea
Type: bool
players spawn in marked team playerstarts
[edit] CustomTeamName
Type: string
Array size: 2
when specific pre-designed teams are specified on the URL
[edit] FlagKillMessageName
Type: name
Default value: 'Taunt'
[edit] FriendlyFireScale
Type: float
scale friendly fire damage by this value
[edit] PendingTeamSwap
Type: PlayerController
If a player requests a team change, but team balancing prevents it, we allow a swap within a few seconds
[edit] SwapRequestTime
Type: float
[edit] TeamAIType
Array size: 2
Default value, index 0: Class'UTGame.UTTeamAI'
Default value, index 1: Class'UTGame.UTTeamAI'
[edit] TeamFactions
Type: string
Array size: 2
[edit] TeammateBoost
Type: float
Default value: 0.3
[edit] Teams
Type: UTTeamInfo
Array size: 2
[edit] TeamScoreMessageClass
Type: class<LocalMessage>
[edit] Default values
| Property | Value |
|---|---|
| Acronym | "TDM" |
| bIgnoreTeamForVoiceChat | False |
| bMustHaveMultiplePlayers | True |
| bShouldPostRenderEnemyPawns | False |
| bTeamGame | True |
| DefaultEnemyRosterClass | "UTGame.UTTeamInfo" |
| Description | "Two teams duke it out in a quest for battlefield supremacy. The team with the most total frags wins." |
| EndOfMatchRulesTemplateStr_Scoring | "First team to frag `g times wins" |
| EndOfMatchRulesTemplateStr_ScoringSingle | "First team to frag wins" |
| EndOfMatchRulesTemplateStr_Time | "Team with most frags in `t mins. wins" |
| GameName | "Team DeathMatch" |
| GoalScore | 60 |
| HUDType | Class'UTGame.UTTeamHUD' |
| MidgameScorePanelTag | 'TDMPanel' |
| OnlineGameSettingsClass | Class'UTGame.UTGameSettingsTDM' |
| OnlineStatsWriteClass | Class'UTGame.UTLeaderboardWriteTDM' |
[edit] Functions
[edit] Exec functions
[edit] AddBlueBots
[edit] AddRedBots
[edit] Events
[edit] GetSeamlessTravelActorList
Overrides: UTGame.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: UTGame.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: UTGame.InitGame
[edit] PostLogin
Overrides: UTGame.PostLogin
[edit] PostSeamlessTravel
Overrides: UTGame.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] PreBeginPlay
Overrides: GameInfo.PreBeginPlay
