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UE2:ASGameInfo (UT2004)

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UT2004 Object >> Actor >> Info >> GameInfo >> UnrealMPGameInfo >> DeathMatch >> TeamGame >> xTeamGame >> ASGameInfo

Contents

Package: 
UT2k4Assault

ASGameInfo Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved

Constants

ASPROPNUM

Value: 5


Properties

Property group 'ASGameInfo'

PracticeTimeLimit

Type: int

Modifiers: config

practice duration (in seconds)

Default value: 60

RoundLimit

Type: int

Modifiers: config

number of pair of rounds

Default value: 1

RoundTimeLimit

Type: int

Modifiers: config

max round duration (in minutes)

Default value: 10

Property group 'LoadingHints'

ASHints

Type: array<string>

Modifiers: private, localized


Default value, index 0: "A waypoint on the HUD indicates the location of an objective."

Default value, index 1: "Be on the look out for HUD warnings and alarm sounds when an objective is in danger."

Default value, index 10: "All turrets can zoom in by pressing %MOVEFORWARD% and zoom out by pressing %MOVEBACKWARD%."

Default value, index 11: "Link turrets have the same properties as the Link Gun."

Default value, index 12: "The Ion Cannon and Ion Plasma Tank, while charging up, indicate their target with a laser beam."

Default value, index 13: "You can switch between remote controlled turrets by pressing %NEXTWEAPON% and %PREVWEAPON%."

Default value, index 14: "In a SpaceFighter, you can cycle through targets by pressing %NEXTWEAPON% and %PREVWEAPON%."

Default value, index 15: "Various trophies can be obtained by destroying a key vehicle (or turret), completing an objective, or successfully attacking."

Default value, index 16: "A trophy is given to the player completing an objective, but the points reward is shared between all contributors."

Default value, index 17: "Press %TOGGLEBEHINDVIEW% to switch between 1st and 3rd person view in vehicles."

Default value, index 18: "When a new spawn area has been enabled, Press %SWITCHWEAPON 10% to teleport to it instantly."

Default value, index 19: "Press %BASEPATH 0% or %BASEPATH 1% to highlight the current objective, show a path to it, and slide out the objective list."

Default value, index 20: "Monitor the respawn countdown to know when to expect backups."

Default value, index 21: "Some weapons are better at destroying enemy Spider Mines than others."

Default value, index 22: "You can be hurt or killed by vehicles exploding near you."

Default value, index 23: "You can heal a friendly vehicle with the Link Gun alt-fire."

Default value, index 24: "If you die, any Spider Mines or Grenades you fired will explode."

Default value, index 25: "The green light on top of the weapon lockers indicates that additional ammo is available at that locker."

Internal variables

ASPropDescText

Type: string

Array size: 5 (ASPROPNUM)

Modifiers: localized


Default value, index 0: "Number of pair of rounds (Attack and defense) for this match."

Default value, index 1: "Specifies how long each round lasts."

Default value, index 2: "Specifies how much time there is between each round."

Default value, index 3: "Specifies time between reinforcements spawning."

Default value, index 4: "Specifies how much time lasts the online practice round. (In seconds)"

ASPropsDisplayText

Type: string

Array size: 5 (ASPROPNUM)

Modifiers: localized


Default value, index 0: "Pair of Rounds"

Default value, index 1: "Round Time Limit"

Default value, index 2: "Reset Countdown"

Default value, index 3: "Reinforcements Time"

Default value, index 4: "Practice Time"

AttackerWinRound

Type: name

Array size: 2


Default value, index 0: 'Red_team_attacked'

Default value, index 1: 'Blue_team_attacked'

bDisableReinforcements

Type: bool


bWeakObjectives

Type: bool

cheat

CurrentAttackingTeam

Type: byte

Current Attacking team index

CurrentMatineeScene

Type: SceneManager

SP matinee intro cinematic

CurrentObjective

Type: GameObjective


CurrentRound

Type: byte


DefenderWinRound

Type: name

Array size: 2


Default value, index 0: 'Red_team_defended'

Default value, index 1: 'Blue_team_defended'

DrawGameSound

Type: name


Default value: 'Draw_Game'

EndCinematic

Type: ASCinematic_SceneManager

MP outro cinematic

FirstAttackingTeam

Type: byte


KeyVehicle

Type: Vehicle


LastDisabledObjective

Type: GameObjective


MaxRounds

Type: int

converted to actual number of rounds played

NewRoundSound

Type: name


Default value: 'New_assault_in'

ReinforcementsCount

Type: int


ReinforcementsFreq

Type: int

Modifiers: config

Reinforcement frequency (seconds, 0 = no reinforcements)

Default value: 7

ReinforcementsValidTime

Type: int

delay while players are allowed to join last reinforcement

Default value: 3

RoundStartTime

Type: int


SpawnManagers

Type: array<PlayerSpawnManager>

Handling player spawning

SuccessfulAssaultTimeLimit

Type: int

if first attacking team sucessfully attacked, defenders will have to beat that time to win.

Default values

Property Value
Acronym "AS"
ADR_Kill 2.0
bAllowVehicles True
BeaconName "AS"
bScoreTeamKills False
bSkipPlaySound True
bSpawnInTeamArea True
bTeamScoreRounds True
Description "In each round, one team takes the role of the attacker, while the other team defends, in recreations of famous (or infamous) scenarios. After a pair of rounds, the most successful attacking team scores a point."
GameName "Assault"
GameReplicationInfoClass Class'UT2k4Assault.ASGameReplicationInfo'
GoalScore 0
HUDSettingsMenu "GUI2K4.CustomHUDMenuAssault"
HUDType "UT2k4Assault.HUD_Assault"
MapListType "UT2k4Assault.ASMapList"
MapPrefix "AS"
MutatorClass "UT2K4Assault.ASMutator"
NetWait 15
ResetTimeDelay 8
ScoreBoardType "UT2k4Assault.ScoreBoard_Assault"
ScreenShotName "UT2004Thumbnails.AssaultShots"
SpawnProtectionTime 3.0
TeamAIType[0] Class'UT2k4Assault.ASTeamAI'
TeamAIType[1] Class'UT2k4Assault.ASTeamAI'
TeammateBoost 0.25

Enums

ERER_Reason

ERER_AttackersWin 
ERER_AttackersLose 

Functions

Static events

AcceptPlayInfoProperty

static event bool AcceptPlayInfoProperty (string PropertyName)

Overrides: TeamGame.AcceptPlayInfoProperty


GetDescriptionText

static event string GetDescriptionText (string PropName)

Overrides: TeamGame.GetDescriptionText


Other static functions

AllowMutator

static function bool AllowMutator (string MutatorClassName)

Overrides: GameInfo.AllowMutator


FillPlayInfo

static function FillPlayInfo (PlayInfo PlayInfo)

Overrides: TeamGame.FillPlayInfo


GetAllLoadHints

static function array<stringGetAllLoadHints (optional bool bThisClassOnly)

Overrides: TeamGame.GetAllLoadHints


NeverAllowTransloc

static function bool NeverAllowTransloc ()

Overrides: DeathMatch.NeverAllowTransloc


PrecacheGameAnnouncements

static function PrecacheGameAnnouncements (AnnouncerVoice V, bool bRewardSounds)

Overrides: TeamGame.PrecacheGameAnnouncements


Exec functions

NewRound

exec function NewRound ()


Events

InitGame

event InitGame (string Options, out string Error)

Overrides: TeamGame.InitGame


Login

event PlayerController Login (string Portal, string Options, out string Error)

Overrides: DeathMatch.Login


NewSpawnAreaEnabled

event NewSpawnAreaEnabled (bool bDefenders)


NoTranslocatorKeyPressed

event NoTranslocatorKeyPressed (PlayerController PC)

Overrides: GameInfo.NoTranslocatorKeyPressed


PostBeginPlay

event PostBeginPlay ()

Overrides: TeamGame.PostBeginPlay


SceneStarted

event SceneStarted (SceneManager SM, Actor Other)

Overrides: GameInfo.SceneStarted


Other instance functions

See ASGameInfo instance functions.

States

MatchInProgress

MatchInProgress.Timer

event Timer ()

Overrides: DeathMatch.MatchInProgress.Timer


MatchInProgress.IsPlaying

function bool IsPlaying ()

Overrides: IsPlaying (global)


MatchInProgress.PlayerCanRestart

function bool PlayerCanRestart (PlayerController aPlayer)

Overrides: GameInfo.PlayerCanRestart (global)


MatchInProgress.PlayerCanRestartGame

function bool PlayerCanRestartGame (PlayerController aPlayer)

Overrides: GameInfo.PlayerCanRestartGame (global)


MatchInProgress.SpawnWait

function float SpawnWait (AIController B)

Overrides: UnrealMPGameInfo.SpawnWait (global)


MatchOver

MatchOver.EndRound

function EndRound (ERER_Reason RoundEndReason, Pawn Instigator, string Reason)

Overrides: EndRound (global)


MPOutroCinematic

MPOutroCinematic.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


MPOutroCinematic.EndState

event EndState ()

Overrides: Object.EndState (global)


MPOutroCinematic.SceneEnded

event SceneEnded (SceneManager SM, Actor Other)

Overrides: GameInfo.SceneEnded (global)


MPOutroCinematic.PlayerCanRestartGame

function bool PlayerCanRestartGame (PlayerController aPlayer)

Overrides: GameInfo.PlayerCanRestartGame (global)


PendingMatch

Inherits from: DeathMatch.PendingMatch

Modifiers: auto

PendingMatch.EndRound

function EndRound (ERER_Reason RoundEndReason, Pawn Instigator, string Reason)

Overrides: EndRound (global)


SPIntroCinematic

SPIntroCinematic.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


SPIntroCinematic.EndState

event EndState ()

Overrides: Object.EndState (global)


SPIntroCinematic.SceneAbort

event SceneAbort ()

Overrides: GameInfo.SceneAbort (global)


SPIntroCinematic.SceneEnded

event SceneEnded (SceneManager SM, Actor Other)

Overrides: GameInfo.SceneEnded (global)


SPIntroCinematic.SceneStarted

event SceneStarted (SceneManager SM, Actor Other)

Overrides: SceneStarted (global)


SPIntroCinematic.CanDisableObjective

function bool CanDisableObjective (GameObjective GO)

Overrides: CanDisableObjective (global)


SPIntroCinematic.EndRound

function EndRound (ERER_Reason RoundEndReason, Pawn Instigator, string Reason)

Overrides: EndRound (global)


SPIntroCinematic.IsPlayingIntro

function bool IsPlayingIntro ()

Overrides: IsPlayingIntro (global)