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Difference between revisions of "UE3:UTGameReplicationInfo (UT3)"
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==Properties== | ==Properties== | ||
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Revision as of 02:44, 26 July 2008
Object >> Actor >> Info >> ReplicationInfo >> GameReplicationInfo >> UTGameReplicationInfo |
Contents
- 1 Properties
- 1.1 bAllowKeyboardAndMouse
- 1.2 bAnnouncementsDisabled
- 1.3 bConsoleServer
- 1.4 bForceDefaultCharacter
- 1.5 BotDifficulty
- 1.6 bProcessedInitialCharacters
- 1.7 bRequireReady
- 1.8 bShowMenuOnDeath
- 1.9 bShowMOTD
- 1.10 bStoryMode
- 1.11 bWarmupRound
- 1.12 CharStatus
- 1.13 CurrentMidGameMenu
- 1.14 FlagState
- 1.15 LastUsedMidgameTab
- 1.16 LocalPCsLeftToProcess
- 1.17 MapVoteTimeRemaining
- 1.18 MinNetPlayers
- 1.19 MutatorList
- 1.20 RulesString
- 1.21 ScoreboardScene
- 1.22 SinglePlayerBotNames
- 1.23 SinglePlayerMissionID
- 1.24 StartCreateCharTime
- 1.25 TotalPlayersSetToProcess
- 1.26 VehicleWeaponEffects
- 1.27 WeaponBerserk
- 1.28 WeaponOverlays
- 1.29 Default values
- 2 Enums
- 3 Structs
- 4 Functions
- Package:
- UTGame
- Direct subclasses:
- UTMissionGRI, UTOnslaughtGRI, UTBetrayalGRI
- This class in other games:
- UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
bAllowKeyboardAndMouse
Type: bool
Which input types are allowed for this game *
bAnnouncementsDisabled
Type: bool
set by level Kismet to disable announcements during tutorials/cinematics/etc
bConsoleServer
Type: bool
whether the server is a console so we need to make adjustments to sync up
bForceDefaultCharacter
Type: bool
Modifiers: globalconfig
forces other players to be viewed on this machine with the default character
BotDifficulty
Type: int
for bPlayersVsBots
Default value: -1
bProcessedInitialCharacters
Type: bool
whether we have processed all the custom characters for players that were initially in the game (clientside flag)
bRequireReady
Type: bool
bShowMenuOnDeath
Type: bool
bShowMOTD
Type: bool
Modifiers: repnotify
bStoryMode
Type: bool
If this is set, the game is running in story mode
bWarmupRound
Type: bool
Amount of Warmup Time Remaining
CharStatus
Type: array<CreateCharStatus>
CurrentMidGameMenu
Type: UTUIScene_MidGameMenu
Holds the current Mid Game Menu Scene
FlagState
Type: EFlagState
Array size: 2
LastUsedMidgameTab
Type: name
LocalPCsLeftToProcess
Type: array<PlayerController>
Array of local players that have not been processed yet.
MapVoteTimeRemaining
Type: int
Default value: -1
MinNetPlayers
Type: int
MutatorList
Type: string
Modifiers: databinding
RulesString
Type: string
Modifiers: databinding
ScoreboardScene
Type: UTUIScene_Scoreboard
We hold a reference to the live scoreboard to adapt for split screen
SinglePlayerBotNames
Type: string
Array size: 4
Default value, index 0: "Reaper"
Default value, index 1: "Othello"
Default value, index 2: "Bishop"
Default value, index 3: "Jester"
SinglePlayerMissionID
Type: int
Holds the Mission index of the current mission
StartCreateCharTime
Type: float
TotalPlayersSetToProcess
Type: int
Total number of players set to be processed so far.
VehicleWeaponEffects
Type: array<MeshEffect>
WeaponBerserk
Type: float
Default value: 1.0
WeaponOverlays
Type: array<MaterialInterface>
weapon overlays that are available in this map - figured out in PostBeginPlay() from UTPowerupPickupFactories in the level each entry in the array represents a bit in UTPawn's WeaponOverlayFlags property
See: UTWeapon::SetWeaponOverlayFlags() for how this is used
Default values
Property | Value |
---|---|
TickGroup | TG_PreAsyncWork |
Enums
EFlagState
- FLAG_Home
- FLAG_HeldFriendly
- FLAG_HeldEnemy
- FLAG_Down
Structs
CreateCharStatus
Modifiers: native
- UTCustomChar_Data.CustomCharMergeState MergeState
- UTCharFamilyAssetStore AssetStore
- UTCharFamilyAssetStore ArmAssetStore
- UTPlayerReplicationInfo PRI
- float StartMergeTime
- bool bOtherTeamSkin
- bool bNeedsArms
- bool bForceFallbackArms
MeshEffect
Modifiers: native
vehicle weapon effects available in this map - works exactly like WeaponOverlays, except these are meshes that get attached to the vehicle mesh when the corresponding bit is set on the driver's WeaponOverlayFlags
- StaticMesh Mesh
- mesh for the effect
- MaterialInterface Material
- material for the effect
Functions
Native functions
SetNoStreamWorldTextureForFrames
Function that disables streaming of world textures for NumFrames.
Events
Destroyed
Overrides: GameReplicationInfo.Destroyed
Called when this actor is destroyed
PostBeginPlay
Overrides: GameReplicationInfo.PostBeginPlay
ReplicatedEvent
Overrides: GameReplicationInfo.ReplicatedEvent
Timer
Overrides: GameReplicationInfo.Timer