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Difference between revisions of "Legacy:LevelInfo"
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* [[Legacy:UnrealEd Main Menu|UnrealEd Main Menu]] -> View -> Level Properties | * [[Legacy:UnrealEd Main Menu|UnrealEd Main Menu]] -> View -> Level Properties | ||
* by pressing the F6 key. | * by pressing the F6 key. | ||
− | * In script by | + | * In script by the Level pointer in any actor. |
More details here: [[Legacy:Level Properties|Level Properties]] | More details here: [[Legacy:Level Properties|Level Properties]] | ||
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; NM_DedicatedServer : Dedicated server, no local client. | ; NM_DedicatedServer : Dedicated server, no local client. | ||
; NM_ListenServer : Listen server. | ; NM_ListenServer : Listen server. | ||
− | ; | + | ; NM_Client : Client only, no local server. |
===EPhysicsDetailLevel=== | ===EPhysicsDetailLevel=== |
Latest revision as of 15:27, 13 August 2009
LevelInfo holds:
- information about the map (default gamemode, author, music, etc).
- information about the zones in the map that don't have a ZoneInfo.
UnrealEd will automatically place a LevelInfo when you create a new map. It's located at the origin (0,0,0), but its Advanced -> bHiddenEd flag is set so you can't see it.
The properties of the LevelInfo can be accessed
- UnrealEd Main Menu -> View -> Level Properties
- by pressing the F6 key.
- In script by the Level pointer in any actor.
More details here: Level Properties
See LevelInfo (UT) for the UT version of this class.
Contents
Properties[edit]
Audio Group[edit]
- float MusicVolumeOverride
- float PlayerDoppler
- Player doppler shift, 0=none, 1=full.
- string Song
- Filename (without extension) of the song played in this level. This song should be an OGG file in {Base Directory}\Music.
Camouflage Group[edit]
These are used by the Camouflage combo in the Epic Bonuspack.
- StaticMesh IndoorCamouflageMesh
- Static mesh used when player doesn't stand on terrain.
- float IndoorMeshDrawscale
- Drawscale for the IndoorMeshDrawscale.
- StaticMesh OutdoorCamouflageMesh
- Static mesh used when player stands on terrain.
- float OutdoorMeshDrawscale
- Drawscale for the OutdoorCamouflageMesh.
Karma Group[edit]
- bool bKStaticFriction
- Better rag-doll/ground friction model, but more CPU.
- float KarmaGravScale (initial value replicated)
- Allows you to make ragdolls use lower friction than normal.
- float KarmaTimeScale (initial value replicated)
- Karma physics timestep scaling.
- int MaxRagdolls
- Maximum number of simultaneous rag-dolls.
- float RagdollTimeScale (initial value replicated)
- Ragdoll physics timestep scaling. This is applied on top of KarmaTimeScale.
LevelInfo Group[edit]
- bool bKNoInit
- Start NO Karma for this level. Only use this for an Entry level.
- bool bLonePlayer
- No multiplayer coordination, i.e. for entranceways.
- float Brightness
- vector CameraLocationDynamic
- vector CameraLocationFront
- vector CameraLocationSide
- vector CameraLocationTop
- rotator CameraRotationDynamic
- Used for saving the UnrealEd viewport camera positions.
- string DefaultGameType
- Class name of the default gametype for this level, in the format "Package.ClassName" e.g. xGame.xCTFGame for CTF maps. See DeathMatch subclasses for valid classes.
- string LevelEnterText (localized)
- Message to tell players when they enter.
- string LocalizedPkg
- Package to look in for localizations.
- EPhysicsDetailLevel PhysicsDetailLevel (config)
- string PreCacheGame
- Class name of the GameInfo class used for precaching if no DefaultGameType was specified.
- float TimeDilation (replicated when changed)
- StallZ
- Limits the height of flying vehicles. Once you reach this limit the vehicle is pushed back down to safer altitudes. Shows as a blue line in side-view orthogonal UnrealEd Viewports.
LevelSummary Group[edit]
This group is mostly about what appears on the map selection screen in the game.
- string Author
- Who built it. This is displayed on the the map selection screen.
- string DecoTextName
- Name of the map for loading a description from the XMaps INT file. This method was required before the first patches, but not anymore - instead, use the Description property.
- string Description
- A description for the level. This is displayed on the the map selection screen.
- bool HideFromMenus
- Don't show in any map list.
- int IdealPlayerCountMax, int IdealPlayerCountMin
- Ideal number of players for this level. If the option to match playercount to recommended is enabled (instant action), the game will pick the average of these numbers to add bots.
- Material Screenshot
- Preview screenshot(s) of this level. This is displayed on the the map selection screen. See Level Screenshot.
- string Title (localized)
- Name of this level. This is displayed on the scoreboard.
SinglePlayer Group[edit]
- int SinglePlayerTeamSize
Config Properties[edit]
- bool bCapFramerate (globalconfig)
- Frame rate is capped in net play if True, else the number of ServerMove updates is limited.
- bool bLowSoundDetail
- bool bNeverPrecache
- bool bShouldPreload (globalconfig)
- If true, preload all skins. (only set true if > 512 MB of system memory)
- float DecalStayScale
- 0 to 2 – affects decal stay time
- EPhysicsDetailLevel PhysicsDetailLevel (visible in the LevelInfo group)
Hidden[edit]
- bool bAggressiveLOD
- Frame rate is well below DesiredFrameRate, so make LOD more aggressive. (What does "well below" mean in this case?)
- bool bBegunPlay
- Whether gameplay has begun.
- bool bClassicView
- FOV at least 90, eyeheight up, small weapons
- bool bDropDetail
- Frame rate is below DesiredFrameRate, so drop high detail actors.
- bool bHasPathNodes
- bool bLevelChange
- bool bNextItems
- bool bPathsRebuilt
- True if path network is valid. See also Build.
- bool bPlayersOnly
- Only update players. See console commands (PLAYERSONLY).
- bool bStartup
- Starting gameplay.
- string ComputerName
- Machine's name according to the OS.
- Controller ControllerList (const)
- int Day (transient)
- int DayOfWeek (transient)
- float DefaultGravity (replicated when changed)
- Texture DefaultTexture
- EDetailMode DetailMode (const)
- Client detail mode.
- string EngineVersion
- Engine version.
- GameInfo Game
- GameReplicationInfo GRI (transient)
- int Hour (transient)
- int HubStackLevel
- Texture LargeVertex
- int LastTaunt[2]
- 'Global' last taunts used.
- ELevelAction LevelAction (transient)
- PlayerController LocalPlayerController
- int Millisecond (transient)
- string MinNetVersion
- Minimum engine version that is net compatible.
- int Minute (transient)
- int Month (transient)
- float MoveRepSize
- NavigationPoint NavigationPointList (const)
- ENetMode NetMode
- The network mode of this level: server, client etc. See NetMode.
- float NextSwitchCountdown
- string NextURL
- ObjectPool ObjectPool (transient)
- float PauseDelay
- time at which to start pause
- PlayerReplicationInfo Pauser (replicated when changed)
- If paused, PRI of person pausing the game.
- array<Material> PrecacheMaterials (transient)
- array<StaticMesh> PrecacheStaticMeshes (transient)
- PlayerController ReplicationViewer (const)
- Actor ReplicationViewTarget (const)
- int Second (transient)
- LevelSummary Summary
- float TimeSeconds
- Time in seconds since level began play.
- string VisibleGroups
- List of the group names which were checked when the level was last saved.
- Texture WhiteSquareTexture
- Texture WireframeTexture
- int Year (transient)
Enums[edit]
ELevelAction[edit]
- LEVACT_None
- LEVACT_Loading
- LEVACT_Saving
- LEVACT_Connecting
- LEVACT_Precachin
ENetMode[edit]
Also see NetMode.
- NM_Standalone
- Standalone game.
- NM_DedicatedServer
- Dedicated server, no local client.
- NM_ListenServer
- Listen server.
- NM_Client
- Client only, no local server.
EPhysicsDetailLevel[edit]
- PDL_Low
- PDL_Medium
- PDL_Hig
Methods[edit]
Inherited From Actor[edit]
- PostBeginPlay ( ) [simulated]
- Limits the DecalStayScale to values between 0.0 and 2.0.
- PreBeginPlay ( ) [simulated]
- Initializes the level's ObjectPool.
- Reset ( )
- Performs garbage collection of objects. (not done during gameplay)
Native Functions[edit]
- DetailChange (EDetailMode NewDetailMode) [simulated]
- Switches the world detail mode.
- string GetAddressURL ( ) [simulated]
- Return the URL of this level, which may possibly exist on a remote machine.
- string GetLocalURL ( ) [simulated]
- Return the URL of this level on the local machine.
- bool IsDemoBuild ( ) [simulated]
- Returns whether this version of UT2003 is a demo build.
- bool IsEntry ( ) [simulated]
- Returns whether this is the entry level.
Other Functions[edit]
- AddPrecacheMaterial (Material mat) [simulated]
- Adds a material to the PrecacheMaterials array.
- AddPrecacheStaticMesh (StaticMesh stat) [simulated]
- Adds a static mesh to the PrecacheStaticMeshes array.
- class<GameInfo> GetGameClass ( ) [simulated]
- Returns this game's GameInfo class.
- PlayerController GetLocalPlayerController ( ) [simulated]
- Returns the local PlayerController. See also Netcode Idioms.
- ThisIsNeverExecuted ( )
- Well, this is never executed. ;) This function only contains a reference to the DefaultPhysicsVolume class to make sure it is loaded.
Events[edit]
- FillPrecacheMaterialsArray ( ) [simulated]
- Tries to find the current game's GameInfo class, using GRI.GameClass, DefaultGameType and PreCacheGame in that order and calls its static PreCacheGameTextures function. Also calls all actors' UpdatePrecacheMaterials function.
- FillPrecacheStaticMeshesArray ( ) [simulated]
- Tries to find the current game's GameInfo class, using GRI.GameClass, DefaultGameType and PreCacheGame in that order and calls its static PreCacheGameStaticMeshes function. Also calls all actors' UpdatePrecacheStaticMeshes function.
- ServerTravel (string URL, bool bItems)
- Jump the server to a new level.