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UE3:GameInfo properties (UT3)
Contents
- 1 Properties
- 1.1 Property group 'GameInfo'
- 1.2 Internal variables
- 1.2.1 AccessControl
- 1.2.2 AccessControlClass
- 1.2.3 AdjustedNetSpeed
- 1.2.4 ArbitrationHandshakeTimeout
- 1.2.5 ArbitrationPCs
- 1.2.6 AutomatedPerfRemainingTime
- 1.2.7 bAdminCanPause
- 1.2.8 bAllowSplitscreenPlayers
- 1.2.9 bAlreadyChanged
- 1.2.10 BaseMutator
- 1.2.11 bAutoContinueToNextRound
- 1.2.12 bAutomatedPerfTesting
- 1.2.13 bChangeLevels
- 1.2.14 bCheckingForFragmentation
- 1.2.15 bCheckingForMemLeaks
- 1.2.16 bDelayedStart
- 1.2.17 bDisableGamespyLogs
- 1.2.18 bDoFearCostFallOff
- 1.2.19 bDoingAFlyThrough
- 1.2.20 bFixedPlayerStart
- 1.2.21 bForceNoSeamlessTravel
- 1.2.22 bGameEnded
- 1.2.23 bGameRestarted
- 1.2.24 bHasArbitratedHandshakeBegun
- 1.2.25 bHasEndGameHandshakeBegun
- 1.2.26 bHasNetworkError
- 1.2.27 bIsEndGameHandshakeComplete
- 1.2.28 bKickLiveIdlers
- 1.2.29 bKickMissingCDHashKeys
- 1.2.30 bLevelChange
- 1.2.31 bLoggingGame
- 1.2.32 bNeedsEndGameHandshake
- 1.2.33 bOverTime
- 1.2.34 bPauseable
- 1.2.35 bRequiresPushToTalk
- 1.2.36 bRestartLevel
- 1.2.37 BroadcastHandler
- 1.2.38 BroadcastHandlerClass
- 1.2.39 bTeamGame
- 1.2.40 BugLocString
- 1.2.41 BugRotString
- 1.2.42 bUseSeamlessTravel
- 1.2.43 bUsingArbitration
- 1.2.44 bWaitingToStartMatch
- 1.2.45 CoverReplicatorBase
- 1.2.46 CurrentFriendId
- 1.2.47 CurrentID
- 1.2.48 DeathMessageClass
- 1.2.49 DefaultPawnClass
- 1.2.50 DefaultPlayerName
- 1.2.51 DialogueManager
- 1.2.52 DialogueManagerClass
- 1.2.53 FearCostFallOff
- 1.2.54 GameDifficulty
- 1.2.55 GameInterface
- 1.2.56 GameMessageClass
- 1.2.57 GameName
- 1.2.58 GameReplicationInfo
- 1.2.59 GameRulesModifiers
- 1.2.60 GameSettings
- 1.2.61 GameSpeed
- 1.2.62 GoalScore
- 1.2.63 GoreLevel
- 1.2.64 HUDType
- 1.2.65 InactivePRIArray
- 1.2.66 LastAutoReconnectMessageTime
- 1.2.67 LastNetSpeedUpdateTime
- 1.2.68 MaxChildConnections
- 1.2.69 MaxClientTravelTime
- 1.2.70 MaxDynamicBandwidth
- 1.2.71 MaxIdleTime
- 1.2.72 MaxLives
- 1.2.73 MaxPlayers
- 1.2.74 MaxPlayersAllowed
- 1.2.75 MaxSpectators
- 1.2.76 MaxSpectatorsAllowed
- 1.2.77 MaxTimeMargin
- 1.2.78 MinDynamicBandwidth
- 1.2.79 MinTimeMargin
- 1.2.80 NumBots
- 1.2.81 NumPlayers
- 1.2.82 NumSpectators
- 1.2.83 NumTravellingPlayers
- 1.2.84 OnlineGameSettingsClass
- 1.2.85 OnlineStatsWriteClass
- 1.2.86 OnlineSub
- 1.2.87 Pausers
- 1.2.88 PendingArbitrationPCs
- 1.2.89 PlayerControllerClass
- 1.2.90 PlayerReplicationInfoClass
- 1.2.91 ScoreBoardType
- 1.2.92 ServerOptions
- 1.2.93 TimeLimit
- 1.2.94 TimeMarginSlack
- 1.2.95 TimeToWaitForHashKey
- 1.2.96 TotalNetBandwidth
- 1.3 Default values
- GameInfo properties in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK
- Other member categories for this class:
- instance functions
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Properties
Property group 'GameInfo'
GameReplicationInfoClass
Type: class<GameReplicationInfo>
Default value: Class'Engine.GameReplicationInfo'
Internal variables
AccessControl
Type: AccessControl
AccessControl controls whether players can enter and/or become admins
AccessControlClass
Type: class<AccessControl>
Default value: Class'Engine.AccessControl'
AdjustedNetSpeed
Type: int
Current adjusted net speed - Used for dynamically managing netspeed for listen servers
ArbitrationHandshakeTimeout
Type: float
Modifiers: globalconfig
Amount of time a client can take for arbitration handshaking before being kicked
ArbitrationPCs
Type: array<PlayerController>
Holds the list of players that passed handshaking and require finalization of arbitration data written to the online subsystem
AutomatedPerfRemainingTime
Type: int
Amount of time remaining before match ends -- used for auto performance test shutdown
bAdminCanPause
Type: bool
Modifiers: globalconfig
bAllowSplitscreenPlayers
Type: bool
Modifiers: globalconfig
Whether or not to accept additional splitscreen players
bAlreadyChanged
Type: bool
BaseMutator
Type: Mutator
linked list of Mutators (for modifying actors as they enter the game)
bAutoContinueToNextRound
Type: bool
This will auto continue to the next round. Very useful doing soak testing and testing traveling to next level *
bAutomatedPerfTesting
Type: bool
Whether the game is currently in automated perf test mode.
bChangeLevels
Type: bool
Modifiers: globalconfig
Default value: True
bCheckingForFragmentation
Type: bool
Whether or not this game should check for fragmentation. This can be used to have a specific game type check for fragmentation at some point (e.g. start/end of match, time period)
bCheckingForMemLeaks
Type: bool
Whether or not this game should check for memory leaks
bDelayedStart
Type: bool
Default value: True
bDisableGamespyLogs
Type: bool
bDoFearCostFallOff
Type: bool
If true, FearCost will fall off over time in NavigationPoints. Reset to false once all reach FearCosts reach 0.
bDoingAFlyThrough
Type: bool
Whether game is doing a fly through or not. This is separate from automatedPerfTesting which is going to probably spawn bots / effects *
bFixedPlayerStart
Type: bool
Whether the game expects a fixed player start for profiling.
bForceNoSeamlessTravel
Type: bool
Modifiers: globalconfig
bGameEnded
Type: bool
set when game ends
bGameRestarted
Type: bool
bHasArbitratedHandshakeBegun
Type: bool
Whether the arbitrated handshaking has occurred or not.
NOTE: The code will reject new connections once handshaking has started
bHasEndGameHandshakeBegun
Type: bool
Used to indicate when an arbitrated match has started its end sequence
bHasNetworkError
Type: bool
Tracks whether the server can travel due to a critical network error or not
bIsEndGameHandshakeComplete
Type: bool
Whether the arbitrated handshaking has completed or not.
bKickLiveIdlers
Type: bool
Modifiers: globalconfig
if true, even playercontrollers with pawns can be kicked for idling
bKickMissingCDHashKeys
Type: bool
Modifiers: globalconfig
If the server doesn't hear a response regarding a cd hash key request, kick them
bLevelChange
Type: bool
level transition in progress
bLoggingGame
Type: bool
Does this gametype log?
bNeedsEndGameHandshake
Type: bool
Whether the arbitrated handshaking has occurred or not.
bOverTime
Type: bool
bPauseable
Type: bool
Whether the game is pauseable.
Default value: True
bRequiresPushToTalk
Type: bool
Modifiers: const
Whether this game type requires voice to be push to talk or not
bRestartLevel
Type: bool
Level should be restarted when player dies
Default value: True
BroadcastHandler
Type: BroadcastHandler
handles message (text and localized) broadcasts
BroadcastHandlerClass
Type: class<BroadcastHandler>
Default value: Class'Engine.BroadcastHandler'
bTeamGame
Type: bool
This is a team game.
BugLocString
Type: string
Currently stores the location string form *
BugRotString
Type: string
Currently stores the rotation in string form *
bUseSeamlessTravel
Type: bool
perform map travels using SeamlessTravel() which loads in the background and doesn't disconnect clients
See: WorldInfo::SeamlessTravel()
bUsingArbitration
Type: bool
Whether this match is going to use arbitration or not
bWaitingToStartMatch
Type: bool
CoverReplicatorBase
Type: CoverReplicator
Modifiers: protected
Base copy of cover changes that need to be replicated to clients on join
CurrentFriendId
Type: OnlineSubsystem.UniqueNetId
Contains the friend id of the currently logging in player as a workaround for ChangeTeams function prototype
CurrentID
Type: int
used to assign unique PlayerIDs to each PlayerReplicationInfo
Default value: 1
DeathMessageClass
Type: class<LocalMessage>
Default value: Class'Engine.LocalMessage'
DefaultPawnClass
DefaultPlayerName
Type: string
Modifiers: localized
Default value: "Player"
DialogueManager
Type: DialogueManager
Pointer to Manager
DialogueManagerClass
Type: string
Name of DialogueManager class
FearCostFallOff
Type: float
how fast the FearCost in NavigationPoints falls off
Default value: 0.95
GameDifficulty
Type: float
Modifiers: globalconfig
Default value: 1.0
GameInterface
Type: OnlineGameInterface
Cached online game interface variable
GameMessageClass
Type: class<GameMessage>
Default value: Class'Engine.GameMessage'
GameName
Type: string
Modifiers: localized
Default value: "Game"
GameReplicationInfo
Type: GameReplicationInfo
GameRulesModifiers
Type: GameRules
linked list of modifier classes which affect game rules
GameSettings
Type: OnlineGameSettings
Cached online game settings object
GameSpeed
Type: float
Scale applied to game rate.
Default value: 1.0
GoalScore
Type: int
Modifiers: config
what score is needed to end the match
GoreLevel
Type: int
Modifiers: globalconfig
0=Normal, increasing values=less gore
HUDType
HUD class this game uses.
Default value: Class'Engine.HUD'
InactivePRIArray
Type: array<PlayerReplicationInfo>
LastAutoReconnectMessageTime
Type: float
Prevents excessive log spam from the Gamespy auto-reconnect code
LastNetSpeedUpdateTime
Type: float
Last time netspeed was updated for server (by client entering or leaving)
MaxChildConnections
Type: int
Modifiers: globalconfig
The maximum numer of additional splitscreen connections per-player
Default value: 1
MaxClientTravelTime
Type: float
Modifiers: globalconfig
if > 0, maximum time in seconds players are allowed to take travelling to a new map before they are kicked
MaxDynamicBandwidth
Type: int
Modifiers: globalconfig
Maximum bandwidth dynamically set per connection
Default value: 7000
MaxIdleTime
Type: float
Modifiers: globalconfig
maximum time players are allowed to idle before being kicked
MaxLives
Type: int
Modifiers: config
max number of lives for match, unless overruled by level's GameDetails
MaxPlayers
Type: int
Modifiers: globalconfig
Maximum number of players allowed by this server.
Default value: 32
MaxPlayersAllowed
Type: int
Maximum number of players ever allowed (MaxSPlayers is clamped to this in initgame()
Default value: 32
MaxSpectators
Type: int
Modifiers: globalconfig
Maximum number of spectators allowed by this server.
Default value: 2
MaxSpectatorsAllowed
Type: int
Maximum number of spectators ever allowed (MaxSpectators is clamped to this in initgame()
Default value: 32
MaxTimeMargin
Type: float
Modifiers: globalconfig
MinDynamicBandwidth
Type: int
Modifiers: globalconfig
Minimum bandwidth dynamically set per connection
Default value: 4000
MinTimeMargin
Type: float
Modifiers: globalconfig
Default value: -1.0
NumBots
Type: int
number of non-human players (AI controlled but participating as a player)
NumPlayers
Type: int
number of human players
NumSpectators
Type: int
Current number of spectators.
NumTravellingPlayers
Type: int
number of players that are still travelling from a previous map
OnlineGameSettingsClass
Type: class<OnlineGameSettings>
Modifiers: const
The class to use when registering dedicated servers with the online service
OnlineStatsWriteClass
Type: class<OnlineStatsWrite>
Class sent to clients to use to create and hold their stats
OnlineSub
Type: OnlineSubsystem
Cached online subsystem variable
Pausers
Type: array<delegate<CanUnpause> >
The list of delegates to check before unpausing a game
PendingArbitrationPCs
Type: array<PlayerController>
List of player controllers we're awaiting handshakes with
NOTE: Any PC in this list that does not complete the handshake within ArbitrationHandshakeTimeout will be kicked from the match
PlayerControllerClass
Type: class<PlayerController>
type of player controller to spawn for players logging in
Default value: Class'Engine.PlayerController'
PlayerReplicationInfoClass
Type: class<PlayerReplicationInfo>
Default value: Class'Engine.PlayerReplicationInfo'
ScoreBoardType
Type: class<ScoreBoard>
Type of class<Menu> to use for scoreboards.
ServerOptions
Type: string
The options to apply for dedicated server when it starts to register
TimeLimit
Type: int
Modifiers: config
TimeMarginSlack
Type: float
Modifiers: globalconfig
Default value: 1.35
TimeToWaitForHashKey
Type: float
Modifiers: globalconfig
Timeout value while waiting for a response to teh cd hash key request
Default value: 45.0
TotalNetBandwidth
Type: int
Modifiers: globalconfig
Total available bandwidth for listen server, split dynamically across net connections
Default value: 32000
Default values
Property | Value |
---|---|
CollisionType | COLLIDE_CustomDefault |