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UE2:ASGameInfo (UT2004)
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Contents
- 1 Constants
- 2 Properties
- 2.1 Property group 'ASGameInfo'
- 2.2 Property group 'LoadingHints'
- 2.3 Internal variables
- 2.3.1 ASPropDescText
- 2.3.2 ASPropsDisplayText
- 2.3.3 AttackerWinRound
- 2.3.4 bDisableReinforcements
- 2.3.5 bWeakObjectives
- 2.3.6 CurrentAttackingTeam
- 2.3.7 CurrentMatineeScene
- 2.3.8 CurrentObjective
- 2.3.9 CurrentRound
- 2.3.10 DefenderWinRound
- 2.3.11 DrawGameSound
- 2.3.12 EndCinematic
- 2.3.13 FirstAttackingTeam
- 2.3.14 KeyVehicle
- 2.3.15 LastDisabledObjective
- 2.3.16 MaxRounds
- 2.3.17 NewRoundSound
- 2.3.18 ReinforcementsCount
- 2.3.19 ReinforcementsFreq
- 2.3.20 ReinforcementsValidTime
- 2.3.21 RoundStartTime
- 2.3.22 SpawnManagers
- 2.3.23 SuccessfulAssaultTimeLimit
- 2.4 Default values
- 3 Enums
- 4 Functions
- 5 States
- Package:
- UT2k4Assault
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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
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
Overrides: TeamGame.AcceptPlayInfoProperty
GetDescriptionText
Overrides: TeamGame.GetDescriptionText
Other static functions
AllowMutator
Overrides: GameInfo.AllowMutator
FillPlayInfo
Overrides: TeamGame.FillPlayInfo
GetAllLoadHints
Overrides: TeamGame.GetAllLoadHints
NeverAllowTransloc
Overrides: DeathMatch.NeverAllowTransloc
PrecacheGameAnnouncements
Overrides: TeamGame.PrecacheGameAnnouncements
Exec functions
NewRound
Events
InitGame
Overrides: TeamGame.InitGame
Login
Overrides: DeathMatch.Login
NewSpawnAreaEnabled
NoTranslocatorKeyPressed
Overrides: GameInfo.NoTranslocatorKeyPressed
PostBeginPlay
Overrides: TeamGame.PostBeginPlay
SceneStarted
Overrides: GameInfo.SceneStarted
Other instance functions
See ASGameInfo instance functions.
States
MatchInProgress
MatchInProgress.Timer
Overrides: DeathMatch.MatchInProgress.Timer
MatchInProgress.IsPlaying
Overrides: IsPlaying (global)
MatchInProgress.PlayerCanRestart
Overrides: GameInfo.PlayerCanRestart (global)
MatchInProgress.PlayerCanRestartGame
Overrides: GameInfo.PlayerCanRestartGame (global)
MatchInProgress.SpawnWait
Overrides: UnrealMPGameInfo.SpawnWait (global)
MatchOver
MatchOver.EndRound
Overrides: EndRound (global)
MPOutroCinematic
MPOutroCinematic.BeginState
Overrides: Object.BeginState (global)
MPOutroCinematic.EndState
Overrides: Object.EndState (global)
MPOutroCinematic.SceneEnded
Overrides: GameInfo.SceneEnded (global)
MPOutroCinematic.PlayerCanRestartGame
Overrides: GameInfo.PlayerCanRestartGame (global)
PendingMatch
Inherits from: DeathMatch.PendingMatch
Modifiers: auto
PendingMatch.EndRound
Overrides: EndRound (global)
SPIntroCinematic
SPIntroCinematic.BeginState
Overrides: Object.BeginState (global)
SPIntroCinematic.EndState
Overrides: Object.EndState (global)
SPIntroCinematic.SceneAbort
Overrides: GameInfo.SceneAbort (global)
SPIntroCinematic.SceneEnded
Overrides: GameInfo.SceneEnded (global)
SPIntroCinematic.SceneStarted
Overrides: SceneStarted (global)
SPIntroCinematic.CanDisableObjective
Overrides: CanDisableObjective (global)
SPIntroCinematic.EndRound
Overrides: EndRound (global)
SPIntroCinematic.IsPlayingIntro
Overrides: IsPlayingIntro (global)