I love the smell of UnrealEd crashing in the morning. – tarquin
UT's Team DeathMatch game type and the base class of all team-based UT game types.
- config bool bNoTeamChanges
- No team changes are allowed.
- globalconfig bool bBalanceTeams
- Bots change teams to maintain team balance.
- globalconfig bool bPlayersBalanceTeams
- Players are forced to change teams to maintain team balance.
- config float FriendlyFireScale
- Scale friendly fire damage by this value.
- config int MaxTeams
- Maximum number of teams allowed in the game. (up to MaxAllowedTeams)
- config float GoalTeamScore
- Like FragLimit, but team-based.
- config int MaxTeamSize
- Maximum number of players allowed in each team.
- localized string TeamChangeMessage, TeamPrefix
- localized string StartUpTeamMessage, StartupTeamTralier
- Used to display the "You are on <color>." message. (I wonder why they didn't use Message Placeholder here...)
- bool bSpawnInTeamArea
- Players are respawned in their team's base
- bool bScoreTeamKills
- int NumSupportingPlayer
- bool bBalancing
- int MaxAllowedTeams
- Maximum number of teams allowed in this game type. (the maximum number technically possible)
- TeamInfo (UT) Teams
- The TeamInfo (UT) objects used to store team-specific information.
- localized string TeamColor
- A string array set to "Red". "Blue", etc. in default properties and used to set the TeamName property of TeamInfo (UT) via the corresponding Teams array index.
- int NextBotTeam
- byte TEAM_Red, TEAM_Blue, TEAM_Green, TEAM_Gold
- name CurrentOrders
- int PlayerTeamNum
nogginBasher Admin Question: If I set Botpack.TeamGamePlus FriendlyFireScale to 0.5 in my UnrealTournament.ini, presumably this will affect only teamdeathmatch, since Assault, CTFGame and Domination each have their own entries. Is that correct? (Maybe you have to make your own FriendlyFireScale if you extend TeamGamePlus.)
MythOpus: That should be fine nogginBasher however, it may not work like you want if all the games that are subclasses from TeamDeathmatch don't set the FriendlyFireScale itself. But changes will be set to their defaults if you change a map or restart a level so I don't think it will matter.