My program doesn't have bugs. It just develops random features.

UE2:NIU2 (U2XMP)

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U2XMP Object >> Actor >> Info >> Mutator >> U2Mutator >> NIU2
Package: 
U2

NIU2.uc Created By: Mike Fox Created On: 2/5/00 $Author: Sbrown $ $Date: 8/15/02 21:24 $ $Revision: 5 $

Constants

MaxWeaponClasses

Value: 64


MaxKeptClasses

Value: 32


LOTSATIME

Value: 99999.0


Properties

Property group 'NIU2'

bCycleWeapons

Type: bool

Modifiers: config

(true): false ==> players get all weapons in weapons list with auto-incrementing ammo

Default value: True

bRandomWeapons

Type: bool

Modifiers: config

(true): true ==> weapons selected randomly, false ==> weapons cycled sequentially

bUseAllWeapons

Type: bool

Modifiers: config

(true): true ==> if bWeaponsRandom is true, all weapons used once per cycle

Default value: True

DefaultPickupString

Type: string


Default value: "U2.HumanHealthPickup"

HealthIncrementAmount

Type: int

Modifiers: config

(0): rate at which health of players is incremented

HealthIncrementSoundStr

Type: string

Modifiers: config

(None): sound to play when incrementing player's health

KeptClassStrings

Type: string

Array size: MaxKeptClasses

Modifiers: config

list of classes to leave alone

Default value, index 0: "U2.PowerSuit"

Default value, index 1: "U2.PowerSuitPickup"

Default value, index 2: "U2.HumanEnergyPickup"

MaxHealth

Type: int

Modifiers: config

(100): max that health can be auto-incremented to

Default value: 100

StartHealth

Type: int

Modifiers: config

(100): health that pawns start out with

Default value: 100

TimeBetweenAmmoIncrements

Type: float

Modifiers: config

(0.0): >0.0 ==> auto-increment ammo at this rate

Default value: 1.0

TimeBetweenHealthIncrements

Type: float

Modifiers: config

(5): secs between health updates if HealthIncrementRate >= 1

Default value: 5.0

TimeBetweenWeaponSwitchesMax

Type: float

Modifiers: config

(45): max secs between weapon switches

Default value: 30.0

TimeBetweenWeaponSwitchesMin

Type: float

Modifiers: config

(45): min secs between weapon switches

Default value: 30.0

WarningSoundRepeats

Type: int

Modifiers: config

(3): # times to repeat WarningSound

Default value: 3

WarningSoundStr

Type: string

Modifiers: config

(U2CTF.CTFTaken): sound to use for "about to switch" warning

Default value: "U2CTF.CTFTaken"

WeaponInfo

Type: WeaponInfoRawT

Array size: MaxWeaponClasses

Modifiers: config

list of weapons to use with ammo info

Default value, index 0:

Member Value
AmmoPerSecond 1.0
InitialAmmo 50
MaxAmmo 100
WeaponClassString "U2Weapons.weaponInvAssaultRifle"

Default value, index 1:

Member Value
AmmoPerSecond 1.0
InitialAmmo 50
MaxAmmo 200
WeaponClassString "U2Weapons.weaponInvEnergyRifle"

Default value, index 10:

Member Value
AmmoPerSecond 0.2
bEnabled True
InitialAmmo 20
MaxAmmo 50
WeaponClassString "U2Weapons.weaponInvSniperRifle"

Default value, index 11:

Member Value
AmmoPerSecond 0.2
InitialAmmo 5
MaxAmmo 5
WeaponClassString "U2Weapons.weaponInvTakkra"

Default value, index 12:

Member Value
AmmoPerSecond 1.0
bEnabled True
InitialAmmo 50
MaxAmmo 200
WeaponClassString "U2Weapons.weaponInvFlameThrower"

Default value, index 13:

Member Value
AmmoPerSecond 0.2
bEnabled True
InitialAmmo 10
MaxAmmo 50
WeaponClassString "U2Weapons.weaponInvGrenadeLauncher"

Default value, index 14:

Member Value
AmmoPerSecond 0.2
bEnabled True
InitialAmmo 10
MaxAmmo 100
WeaponClassString "U2Weapons.weaponInvLaserRifle"

Default value, index 15:

Member Value
AmmoPerSecond 0.5
InitialAmmo 25
MaxAmmo 100
WeaponClassString "U2Weapons.weaponInvLeechGun"

Default value, index 16:

Member Value
AmmoPerSecond 0.5
bEnabled True
InitialAmmo 25
MaxAmmo 50
WeaponClassString "U2Weapons.weaponInvPistol"

Default value, index 17:

Member Value
AmmoPerSecond 0.2
bEnabled True
InitialAmmo 10
MaxAmmo 50
WeaponClassString "U2Weapons.weaponInvRocketLauncher"

Default value, index 18:

Member Value
AmmoPerSecond 0.2
InitialAmmo 25
MaxAmmo 50
WeaponClassString "U2Weapons.weaponInvShotgun"

Default value, index 19:

Member Value
AmmoPerSecond 0.2
InitialAmmo 10
MaxAmmo 50
WeaponClassString "U2Weapons.weaponInvSingularityCannon"

Internal variables

bDidTick

Type: bool

set after first tick occurs

bForceWeaponSpawn

Type: bool

set to force CheckReplacement to return true for weapons

ChooseWeaponWarningTime

Type: float

secs before weapon switch to warn clients

CurrentWeaponClass

Type: class<Weapon>

current weapon class

CurrentWeaponIndex

Type: int

index into FilteredWeaponInfo for current weapon

DefaultPickupClass

Type: class<Pickup>

default replacement for pickups when not keeping ammo

DefaultWeaponString

Type: string

fallback weapon in case of problems

Default value: "U2Weapons.WeaponInvRocketLauncher"

FilteredWeaponInfo

Type: WeaponInfoT

Array size: MaxWeaponClasses

filtered list of weapon classes to use and ammo info

HealthIncrementSound

Type: Sound


KeptClasses

Type: class<Actor>

Array size: MaxKeptClasses

list of classes to keep

NextAmmoIncrementTime

Type: float

when to increment ammo

NextChooseWeaponTime

Type: float

when to switch again

NextIncrementHealthTime

Type: float

when to do another pass through player health values

NumKeptClasses

Type: int

number of classes in KeptClassStrings list

NumUsedWeapons

Type: int

number of weapons used so far (used with bUseAllWeapons)

NumWarnings

Type: int

did "about to switch" warning

NumWeapons

Type: int

number of active weapons in internal list

WarningSound

Type: Sound

loaded warning sound

Structs

WeaponInfoRawT

string WeaponClassString 
weapon class string
int InitialAmmo 
initial ammo for weapon
int MaxAmmo 
max ammo for weapon
float AmmoPerSecond 
rate at which ammo added
bool bEnabled 
whether weapon is enabled

WeaponInfoT

class<Weapon> WeaponClass 
weapon class
int InitialAmmo 
initial ammo for weapon
int MaxAmmo 
max ammo for weapon
float AmmoPerSecond 
rate at which ammo added
float AmmoCount 
used internally to track ammo to add
bool bUsed 
weapon was used (used with bUseAllWeapons when picking weapon randomly)

Functions

Events

PreBeginPlay

event PreBeginPlay ()

Overrides: Mutator.PreBeginPlay


Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

AddAmmo

function AddAmmo (Ammunition AInv, int Amount)


AddWeaponClass

function bool AddWeaponClass (string WeaponClassString, int Index)


AlwaysKeep

function bool AlwaysKeep (Actor Other)

Overrides: Mutator.AlwaysKeep


AssignSounds

function AssignSounds ()


CheckReplacement

function bool CheckReplacement (Actor Other, out byte bSuperRelevant)

Overrides: Mutator.CheckReplacement


ChooseWeapon

function ChooseWeapon ()


GiveWeaponTo

function GiveWeaponTo (Pawn P, class<WeaponWeaponClass)


IncrementAllInventoryAmmo

function IncrementAllInventoryAmmo ()


ModifyPlayer

function ModifyPlayer (Pawn Other)

Overrides: Mutator.ModifyPlayer


MyDefaultWeapon

function class<WeaponMyDefaultWeapon ()

Overrides: Mutator.MyDefaultWeapon


ResetUsedWeapons

function ResetUsedWeapons ()


SetInventory

function SetInventory (Pawn P)


SetWeaponAmmo

function SetWeaponAmmo (Weapon W, Pawn Other, int Amount, int Max)


ShouldKeep

function bool ShouldKeep (Actor Other)


TransformPickups

function TransformPickups ()


WeaponTimeDemoLog

function WeaponTimeDemoLog ()