Mostly Harmless

Difference between revisions of "UE2:Commandlet (U2)"

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/ UnrealScript Commandlet (command-line applet) class.
+
<uscript>
/
+
/// UnrealScript Commandlet (command-line applet) class.
/ Commandlets are executed from the ucc.exe command line utility, using the
+
///
/ following syntax:
+
/// Commandlets are executed from the ucc.exe command line utility, using the
/
+
/// following syntax:
/    UCC.exe package_name.commandlet_class_name [parm=value]...
+
///
/
+
///    UCC.exe package_name.commandlet_class_name [parm=value]...
/ for example:
+
///
/
+
/// for example:
/    UCC.exe Core.HelloWorldCommandlet
+
///
/    UCC.exe Editor.MakeCommandlet
+
///    UCC.exe Core.HelloWorldCommandlet
/
+
///    UCC.exe Editor.MakeCommandlet
/ In addition, if you list your commandlet in the public section of your
+
///
/ package's .int file (see Engine.int for example), then your commandlet
+
/// In addition, if you list your commandlet in the public section of your
/ can be executed without requiring a fully qualified name, for example:
+
/// package's .int file (see Engine.int for example), then your commandlet
/
+
/// can be executed without requiring a fully qualified name, for example:
/    UCC.exe MakeCommandlet
+
///
/
+
///    UCC.exe MakeCommandlet
/ As a convenience, if a user tries to run a commandlet and the exact
+
///
/ name he types isn't found, then ucc.exe appends the text "commandlet"
+
/// As a convenience, if a user tries to run a commandlet and the exact
/ onto the name and tries again.  Therefore, the following shortcuts
+
/// name he types isn't found, then ucc.exe appends the text "commandlet"
/ perform identically to the above:
+
/// onto the name and tries again.  Therefore, the following shortcuts
/
+
/// perform identically to the above:
/    UCC.exe Core.HelloWorld
+
///
/    UCC.exe Editor.Make
+
///    UCC.exe Core.HelloWorld
/    UCC.exe Make
+
///    UCC.exe Editor.Make
/
+
///    UCC.exe Make
/ It is also perfectly valid to call the Main method of a
+
///
/ commandlet class directly, for example from within the body
+
/// It is also perfectly valid to call the Main method of a
/ of another commandlet.
+
/// commandlet class directly, for example from within the body
/
+
/// of another commandlet.
/ Commandlets are executed in a "raw" UnrealScript environment, in which
+
///
/ the game isn't loaded, the client code isn't loaded, no levels are
+
/// Commandlets are executed in a "raw" UnrealScript environment, in which
/ loaded, and no actors exist.  
+
/// the game isn't loaded, the client code isn't loaded, no levels are
 +
/// loaded, and no actors exist.
 +
</uscript>
  
 
==Properties==
 
==Properties==

Latest revision as of 16:10, 28 April 2018

U2 Object >> Commandlet
Package: 
Core
Direct subclasses:
ArrayTest, HelloWorldCommandlet, SimpleCommandlet
This class in other games:
RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3
/// UnrealScript Commandlet (command-line applet) class.
///
/// Commandlets are executed from the ucc.exe command line utility, using the
/// following syntax:
///
///     UCC.exe package_name.commandlet_class_name [parm=value]...
///
/// for example:
///
///     UCC.exe Core.HelloWorldCommandlet
///     UCC.exe Editor.MakeCommandlet
///
/// In addition, if you list your commandlet in the public section of your
/// package's .int file (see Engine.int for example), then your commandlet
/// can be executed without requiring a fully qualified name, for example:
///
///     UCC.exe MakeCommandlet
///
/// As a convenience, if a user tries to run a commandlet and the exact
/// name he types isn't found, then ucc.exe appends the text "commandlet"
/// onto the name and tries again.  Therefore, the following shortcuts
/// perform identically to the above:
///
///     UCC.exe Core.HelloWorld
///     UCC.exe Editor.Make
///     UCC.exe Make
///
/// It is also perfectly valid to call the Main method of a
/// commandlet class directly, for example from within the body
/// of another commandlet.
///
/// Commandlets are executed in a "raw" UnrealScript environment, in which
/// the game isn't loaded, the client code isn't loaded, no levels are
/// loaded, and no actors exist.

Properties[edit]

HelpCmd[edit]

Type: string

Modifiers: localized


HelpDesc[edit]

Type: string

Array size: 16

Modifiers: localized


HelpOneLiner[edit]

Type: string

Modifiers: localized


HelpParm[edit]

Type: string

Array size: 16

Modifiers: localized


HelpUsage[edit]

Type: string

Modifiers: localized


HelpWebLink[edit]

Type: string

Modifiers: localized


IsClient[edit]

Type: bool


Default value: True

IsEditor[edit]

Type: bool


Default value: True

IsServer[edit]

Type: bool


Default value: True

LazyLoad[edit]

Type: bool


Default value: True

LogToStdout[edit]

Type: bool


Default value: True

ShowBanner[edit]

Type: bool


Default value: True

ShowErrorCount[edit]

Type: bool


Native functions[edit]

Main[edit]

native event int Main (string Parms)