Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

Difference between revisions of "Legacy:LevelInfo (UT)"

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m (spell fixes)
m (extended description of Level.TimeSeconds)
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; [[Legacy:SpawnNotify|SpawnNotify]] SpawnNotify : Beginning of the SpawnNotification List.
 
; [[Legacy:SpawnNotify|SpawnNotify]] SpawnNotify : Beginning of the SpawnNotification List.
 
; [[Legacy:LevelSummary|LevelSummary]] Summary : LevelSummary is a special object saved in the level, which can by Dynamically Loaded to give the wonderful map summary in the Start Practice Session window.
 
; [[Legacy:LevelSummary|LevelSummary]] Summary : LevelSummary is a special object saved in the level, which can by Dynamically Loaded to give the wonderful map summary in the Start Practice Session window.
; float TimeSeconds : Time in seconds since level began play.
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; float TimeSeconds : Time in (game) seconds since level began play. This variable is not replicated and usually the value starts at 0 as soon as the level has been brought up. Every network member (server, clients) maintains and updates its own copy of it and therefore it may has different values on different network members.
 
; string VisibleGroups : List of the group names which were checked when the level was last saved
 
; string VisibleGroups : List of the group names which were checked when the level was last saved
 
; int Year : Current date, year.
 
; int Year : Current date, year.

Revision as of 09:06, 8 November 2016

UT :: Actor (UT) >> Info (UT) >> ZoneInfo (UT) >> LevelInfo (Package: Engine)

LevelInfo holds:

  • information about the map (default gamemode, author, music, etc).
  • information about the zones in the map that don't have a ZoneInfo (UT).

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 with the Level pointer in any actor.

More details here: Level Properties

See LevelInfo for the UT2003 version of this class.

Properties

LevelInfo

string Author 
Who built it.
bool bCheckWalkSurfaces 
Enable texture-specific physics code for Pawns. <– or would if that code had been implemented.
bool bHumansOnly 
Only allow "human" player pawns in this level
bool bLonePlayer 
No multiplayer coordination, i.e. for entranceways.
bool bNeverPrecache 
float Brightness 
class<GameInfo (UT)> DefaultGameType 
GameInfo to use if ?game= is not in the URL when opening this map.
string IdealPlayerCount (localized) 
Ideal number of players for this level, e.g. 6-8 players.
string LevelEnterText (localized) 
Message to tell players when they enter.
string LocalizedPkg 
Package to look in for localizations.
int RecommendedEnemies 
Number of enemy bots recommended (used by rated games)
int RecommendedTeammates 
Number of friendly bots recommended (used by rated games)
Texture (UT) Screenshot 
A preview of the map. (see Level Screenshot)
float TimeDilation 
Normally 1 – scales real time passage. (This is replicated to network clients.)
string Title (localized)
Name of the map.

Audio

byte CdTrack (const) 
Default CD track for level. Don't bother with this.
float PlayerDoppler 
Player doppler shift, 0=none, 1=full.
Music Song (const) 
Default song for level.
byte SongSection (const) 
Default song order for level. I haven't tried this, but DigSh.umx has an unusual squence order, with like three songs in one, with sequences 0, 1, and 2 corresponding to plain, action, suspense; so maybe this setting is for the "start pattern". –TwelveBaud

other properties

int AIProfile[8] 
TEMP statistics
float AvgAITime 
moving average of Actor time
bool bAggressiveLOD 
Frame rate is well below DesiredFrameRate, so make LOD more aggressive
bool bAllowFOV 
(This is replicated to network clients.)
bool bBegunPlay 
Whether gameplay has begun.
bool bDropDetail 
Frame rate is below DesiredFrameRate, so drop high detail actors
bool bHighDetailMode 
Client high-detail mode.
bool bLowRes (config) 
optimize for low resolution (e.g. TV)
bool bNextItems 
If inventory should be carried by players to the next level (used in co-op and SinglePlayer)
bool bNoCheating 
(This is replicated to network clients.)
bool bPlayersOnly 
Only update players.
bool bStartup 
Starting gameplay.
string ComputerName 
Machine's name according to the OS.
int Day (transient) 
Current date, day of month.
int DayOfWeek (transient) 
Current date, day of week.
Texture (UT) DefaultTexture 
This texture will be used if a certain texture can't be loaded.
string EngineVersion 
Engine version.
GameInfo (UT) Game 
Reference to the GameInfo (UT). Not valid on network clients.
int Hour (transient) 
Current time, hour.
int HubStackLevel 
ELevelAction LevelAction (transient) 
What "Action" the Level is under going. Used by Console.DrawLevelAction() to print those nice "Loading", "Saving", "CONNECTING" and "PRECACHING" messages that we all love so much.
int Millisecond (transient) 
Current time, millisecond.
string MinNetVersion 
Min engine version that is net compatible.
int Minute (transient) 
Current time, minute.
int Month (transient) 
Current date, month.
NavigationPoint NavigationPointList (const) 
Beginning of the NavigationPoint List.
ENetMode NetMode 
Tells if this is a standalone game, a dedicated server, a listen server, or a Client in a net game.
string NextURL 
The next map the server will go.
float NextSwitchCountdown 
Amount of time until we go to NextURL (if it is set).
string Pauser 
If paused, name of person pausing the game. (This is replicated to network clients.)
Pawn (UT) PawnList (const) 
Beginning of the Pawn List.
int Second (transient) 
Current time, second.
SpawnNotify SpawnNotify 
Beginning of the SpawnNotification List.
LevelSummary Summary 
LevelSummary is a special object saved in the level, which can by Dynamically Loaded to give the wonderful map summary in the Start Practice Session window.
float TimeSeconds 
Time in (game) seconds since level began play. This variable is not replicated and usually the value starts at 0 as soon as the level has been brought up. Every network member (server, clients) maintains and updates its own copy of it and therefore it may has different values on different network members.
string VisibleGroups 
List of the group names which were checked when the level was last saved
int Year 
Current date, year.

Enums

ENetMode

NM_Standalone 
Standalone game.
NM_DedicatedServer 
Dedicated server, no local client.
NM_ListenServer 
Listen server.
NM_Client 
Client only, no local server.

ELevelAction

LEVACT_None 
Just playin' the game.
LEVACT_Loading 
Loading another/this level.
LEVACT_Saving 
Saving the Game (generally Single Player only)
LEVACT_Connecting 
Connecting to a Server.
LEVACT_Precaching 
Precaching the Level.

Methods

string GetAddressURL() (native, simulated) 
Return the URL of this level, which may possibly exist on a remote machine.
string GetLocalURL() (native, simulated) 
Return the URL of this level on the local machine.
ServerTravel( string URL, bool bItems ) 
Jump the server to a new level.