Cogito, ergo sum
UE2:Commandlet (UT2004)
Object >> Commandlet |
- Package:
- Core
- Direct subclasses:
- StreamCommandlet, XAdminCommandlet, XWebAdminCommandLet
- This class in other games:
- RTNP, U1, UT, UE2Runtime, UT2003, U2, U2XMP, UDK, UT3
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/ 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
HelpCmd
Type: string
Modifiers: localized
HelpDesc
Type: string
Array size: 16
Modifiers: localized
HelpOneLiner
Type: string
Modifiers: localized
HelpParm
Type: string
Array size: 16
Modifiers: localized
HelpUsage
Type: string
Modifiers: localized
HelpWebLink
Type: string
Modifiers: localized
IsClient
Type: bool
Default value: True
IsEditor
Type: bool
Default value: True
IsServer
Type: bool
Default value: True
LazyLoad
Type: bool
Default value: True
LogToStdout
Type: bool
Default value: True
ShowBanner
Type: bool
Default value: True
ShowErrorCount
Type: bool