I don't need to test my programs. I have an error-correcting modem.

UE3:UTCTFGame (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> Info >> GameInfo >> UTGame >> UTDeathmatch >> UTTeamGame >> UTCTFGame
Package: 
UTGame
Direct subclasses:
UTCTFGame_Content, UTVehicleCTFGame
This class in other games:
UDK

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

AnnouncerMessageClass[edit]

Type: class<UTLocalMessage>


Flags[edit]

Type: UTCTFFlag

Array size: 2


Default values[edit]

Property Value
Acronym "CTF"
bAllowTranslocator True
bScoreDeaths False
bScoreTeamKills False
bScoreVictimsTarget True
bSpawnInTeamArea True
bUndrivenVehicleDamage True
DeathMessageClass Class'UTGame.UTTeamDeathMessage'
Description "Your team must capture the enemy flag by taking it from the enemy base and returning it to their own. If the flag carrier is killed, the flag drops to the ground for anyone to pick up. If your team's flag is taken, it must be returned (by touching it after it is dropped) before your team can score a flag capture."
EndOfMatchRulesTemplateStr_Scoring "First team to score `g times wins"
EndOfMatchRulesTemplateStr_ScoringSingle "First team to score wins"
EndOfMatchRulesTemplateStr_Time "Team with most scores in `t mins. wins"
FlagKillMessageName 'FLAGKILL'
GameName "Capture the Flag"
GoalScore 3
MapPrefixes[0] "CTF"
MidgameScorePanelTag 'CTFPanel'
OnlineGameSettingsClass Class'UTGame.UTGameSettingsCTF'
OnlineStatsWriteClass Class'UTGame.UTLeaderboardWriteCTF'
TeamAIType[0] Class'UTGame.UTCTFTeamAI'
TeamAIType[1] Class'UTGame.UTCTFTeamAI'

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: UTGame.PostBeginPlay


Other instance functions[edit]

CheckEndGame[edit]

function bool CheckEndGame (PlayerReplicationInfo Winner, string Reason)

Overrides: UTTeamGame.CheckEndGame


DecodeEvent[edit]

function string DecodeEvent (name EventType, int TeamNo, string InstigatorName, string AdditionalName, class<ObjectAdditionalObj)

Overrides: UTGame.DecodeEvent


GetAutoObjectiveFor[edit]

function Actor GetAutoObjectiveFor (UTPlayerController PC)

Overrides: UTGame.GetAutoObjectiveFor

(Description copied from UTGame.GetAutoObjectiveFor)


Returns:

an objective that should be recommended to the given player based on their auto objective settings and the current game state

GetHandicapNeed[edit]

function int GetHandicapNeed (Pawn Other)

Overrides: UTTeamGame.GetHandicapNeed

return a value based on how much this pawn needs help

GetLocationFor[edit]

function bool GetLocationFor (Pawn StatusPawn, out Actor LocationObject, out int MessageIndex, int LocationSpeechOffset)

Overrides: UTGame.GetLocationFor

Returns through outparameters what location message to play Returns true if it returned message information

NearGoal[edit]

function bool NearGoal (Controller C)

Overrides: UTTeamGame.NearGoal

returns whether the given game object-holding player was near an objective the game object can be scored at

RegisterFlag[edit]

function RegisterFlag (UTCTFFlag F, int TeamIndex)


ScoreFlag[edit]

function ScoreFlag (Controller Scorer, UTCTFFlag theFlag)


SetEndGameFocus[edit]

function SetEndGameFocus (PlayerReplicationInfo Winner)

Overrides: UTTeamGame.SetEndGameFocus


TeamColorText[edit]

function string TeamColorText (int TeamNum)


ViewObjective[edit]

function ViewObjective (PlayerController PC)

Overrides: UTGame.ViewObjective


WantFastSpawnFor[edit]

function bool WantFastSpawnFor (AIController B)

Overrides: UTGame.WantFastSpawnFor


States[edit]

MatchOver[edit]

MatchOver.AnnounceScore[edit]

function AnnounceScore (int ScoringTeam)

Overrides: UTTeamGame.AnnounceScore (global)


MatchOver.ScoreFlag[edit]

function ScoreFlag (Controller Scorer, UTCTFFlag theFlag)

Overrides: ScoreFlag (global)