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UE3:UTGame (UDK)

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UDK Object >> Actor >> Info >> GameInfo >> UTGame
Package: 
UTGame
Direct subclass:
UTDeathmatch
This class in other games:
UT3


Properties[edit]

Property group 'UTGame'[edit]

ResetCountDown[edit]

Type: int


ResetTimeDelay[edit]

Type: int

Modifiers: config

time (seconds) before restarting teams

Internal variables[edit]

See UTGame internal variables.

Default values[edit]

Property Value
bPauseable False
bRequiresPushToTalk True
bRestartLevel False
bUseSeamlessTravel True
DeathMessageClass Class'UTGame.UTDeathMessage'
DefaultPawnClass Class'UTGame.UTPawn'
GameReplicationInfoClass Class'UTGame.UTGameReplicationInfo'
GoalScore 25
HUDType Class'UTGame.UTHUD'
MaxPlayersAllowed 64
PlayerControllerClass Class'UTGame.UTPlayerController'
PlayerReplicationInfoClass Class'UTGame.UTPlayerReplicationInfo'
TimeLimit 20

Enums[edit]

EVoiceChannel[edit]

Voice channels used by these game types

VC_Spectators 
VC_Team1 
VC_Team2 

Structs[edit]

ActiveBotInfo[edit]

Modifiers: native

Array of active bot names.

string BotName 
name of character
bool bInUse 
whether the bot is currently in the game

GameMapCycle[edit]

Modifiers: native

Game Map Cycles, there is a map cycle per game mode

name GameClassName 
array<string> Maps 

GameTypePrefix[edit]

Modifiers: native

string Prefix 
map prefix, e.g. "DM"
string GameType 
gametype used if none specified on the URL
array<string> AdditionalGameTypes 
additional gametypes supported by this map prefix via the URL (used for cooking)

Functions[edit]

Static events[edit]

SetGameType[edit]

static event class<GameInfoSetGameType (string MapName, string Options, string Portal)

Overrides: GameInfo.SetGameType

Allows overriding of which gameinfo class to use. Called on the DefaultGameType from the ini, or the one specified on the command line (?game=xxx)

Other static functions[edit]

AllowMutator[edit]

static function bool AllowMutator (string MutatorClassName)

Overrides: GameInfo.AllowMutator


GetEndOfMatchRules[edit]

static function string GetEndOfMatchRules (int InGoalScore, int InTimeLimit)

Returns:

a string that describes how to win the match

OrderToIndex[edit]

static function int OrderToIndex (int Order)


RemoveOption[edit]

static function RemoveOption (out string Options, string InKey)


Exec functions[edit]

AddBots[edit]

exec function AddBots (int Num)


AddNamedBot[edit]

exec function UTBot AddNamedBot (string BotName, optional bool bUseTeamIndex, optional int TeamIndex)


KillBots[edit]

exec function KillBots ()

Overrides: GameInfo.KillBots


KillOthers[edit]

exec function KillOthers ()


KillThis[edit]

exec function KillThis ()


Events[edit]

AddDefaultInventory[edit]

event AddDefaultInventory (Pawn PlayerPawn)

Overrides: GameInfo.AddDefaultInventory


GetSeamlessTravelActorList[edit]

event GetSeamlessTravelActorList (bool bToEntry, out array<ActorActorList)

Overrides: GameInfo.GetSeamlessTravelActorList

(Description copied from GameInfo.GetSeamlessTravelActorList)
called on server during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all autmoatically moved regardless of whether they're included here only dynamic (!bStatic and !bNoDelete) actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)

Parameters:

  • bToEntry - true if we are going from old level -> entry, false if we are going from entry -> new level
  • ActorList - out) list of actors to maintain

See: also PlayerController::GetSeamlessTravelActorList() (the function that's called on clients)

HandleSeamlessTravelPlayer[edit]

event HandleSeamlessTravelPlayer (out Controller C)

Overrides: GameInfo.HandleSeamlessTravelPlayer

(Description copied from GameInfo.HandleSeamlessTravelPlayer)
handles reinitializing players that remained through a seamless level transition called from C++ for players that finished loading after the server

Parameters:

  • C - the Controller to handle

InitGame[edit]

event InitGame (string Options, out string ErrorMessage)

Overrides: GameInfo.InitGame


Login[edit]

event PlayerController Login (string Portal, string Options, const OnlineSubsystem.UniqueNetId UniqueId, out string ErrorMessage)

Overrides: GameInfo.Login


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: GameInfo.PostBeginPlay


PostLogin[edit]

event PostLogin (PlayerController NewPlayer)

Overrides: GameInfo.PostLogin


PostSeamlessTravel[edit]

event PostSeamlessTravel ()

Overrides: GameInfo.PostSeamlessTravel

called after a seamless level transition has been completed on the *new* GameInfo used to reinitialize players already in the game as they won't have *Login() called on them

Reset[edit]

event Reset ()

Overrides: GameInfo.Reset

Reset() - reset actor to initial state - used when restarting level without reloading.

Other instance functions[edit]

See UTGame instance functions.

States[edit]

MatchInProgress[edit]

MatchInProgress.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

MatchInProgress.Timer[edit]

event Timer ()

Overrides: GameInfo.Timer (global)


MatchInProgress.ChangeTeam[edit]

function bool ChangeTeam (Controller Other, int Num, bool bNewTeam)

Overrides: GameInfo.ChangeTeam (global)


MatchInProgress.MatchIsInProgress[edit]

function bool MatchIsInProgress ()

Overrides: MatchIsInProgress (global)


MatchOver[edit]

MatchOver.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

MatchOver.PostLogin[edit]

event PostLogin (PlayerController NewPlayer)

Overrides: PostLogin (global)


MatchOver.Timer[edit]

event Timer ()

Overrides: GameInfo.Timer (global)


MatchOver.ChangeTeam[edit]

function bool ChangeTeam (Controller Other, int num, bool bNewTeam)

Overrides: GameInfo.ChangeTeam (global)


MatchOver.NeedPlayers[edit]

function bool NeedPlayers ()

Overrides: NeedPlayers (global)


MatchOver.ReduceDamage[edit]

function ReduceDamage (out int Damage, Pawn injured, Controller instigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType, Actor DamageCauser)

Overrides: ReduceDamage (global)


MatchOver.ResetLevel[edit]

function ResetLevel ()

Overrides: GameInfo.ResetLevel (global)

Resets level by calling Reset() on all actors

MatchOver.RestartPlayer[edit]

function RestartPlayer (Controller aPlayer)

Overrides: RestartPlayer (global)


MatchOver.ScoreKill[edit]

function ScoreKill (Controller Killer, Controller Other)

Overrides: ScoreKill (global)


PendingMatch[edit]

This state is used to change the flow of start/end match to handle arbitration

Basic flow of events: Server prepares to start the match and tells all clients to register arbitration Clients register with arbitration and tell the server when they are done Server checks for all clients to be registered and kicks any clients if they don't register in time. Server registers with arbitration and the match begins

Match ends and the server tells connected clients to write arbitrated stats Clients write stats and notifies server of completion Server writes stats and ends the match

Inherits from: GameInfo.PendingMatch

Modifiers: auto

PendingMatch.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

PendingMatch.EndState[edit]

event EndState (name NextStateName)

Overrides: GameInfo.PendingMatch.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

PendingMatch.Timer[edit]

event Timer ()

Overrides: GameInfo.Timer (global)


PendingMatch.CheckLives[edit]

function CheckLives ()


PendingMatch.CheckScore[edit]

function bool CheckScore (PlayerReplicationInfo Scorer)

Overrides: CheckScore (global)


PendingMatch.RestartPlayer[edit]

function RestartPlayer (Controller aPlayer)

Overrides: RestartPlayer (global)


PendingMatch.ScoreFlag[edit]

function ScoreFlag (Controller Scorer, UTCTFFlag theFlag)


PendingMatch.ScoreKill[edit]

function ScoreKill (Controller Killer, Controller Other)

Overrides: ScoreKill (global)


RoundOver[edit]

Extends: MatchOver

RoundOver.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: MatchOver.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

RoundOver.Timer[edit]

event Timer ()

Overrides: MatchOver.Timer


RoundOver.ChangeTeam[edit]

function bool ChangeTeam (Controller Other, int Num, bool bNewTeam)

Overrides: MatchOver.ChangeTeam


RoundOver.ResetLevel[edit]

function ResetLevel ()

Overrides: MatchOver.ResetLevel

Resets level by calling Reset() on all actors