I don't need to test my programs. I have an error-correcting modem.
UE3:UTGame (UDK)
- Package:
- UTGame
- Direct subclass:
- UTDeathmatch
- This class in other games:
- UT3
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. |
Properties
Property group 'UTGame'
ResetCountDown
Type: int
ResetTimeDelay
Type: int
Modifiers: config
time (seconds) before restarting teams
Internal variables
See UTGame internal variables.
Default values
Enums
EVoiceChannel
Voice channels used by these game types
- VC_Spectators
- VC_Team1
- VC_Team2
Structs
ActiveBotInfo
Modifiers: native
Array of active bot names.
GameMapCycle
Modifiers: native
Game Map Cycles, there is a map cycle per game mode
GameTypePrefix
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
Static events
SetGameType
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
AllowMutator
Overrides: GameInfo.AllowMutator
GetEndOfMatchRules
Returns:
- a string that describes how to win the match
OrderToIndex
RemoveOption
Exec functions
AddBots
AddNamedBot
KillBots
Overrides: GameInfo.KillBots
KillOthers
KillThis
Events
AddDefaultInventory
Overrides: GameInfo.AddDefaultInventory
GetSeamlessTravelActorList
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
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
Overrides: GameInfo.InitGame
Login
Overrides: GameInfo.Login
PostBeginPlay
Overrides: GameInfo.PostBeginPlay
PostLogin
Overrides: GameInfo.PostLogin
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
Overrides: GameInfo.Reset
Reset() - reset actor to initial state - used when restarting level without reloading.
Other instance functions
See UTGame instance functions.
States
MatchInProgress
MatchInProgress.BeginState
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
Overrides: GameInfo.Timer (global)
MatchInProgress.ChangeTeam
Overrides: GameInfo.ChangeTeam (global)
MatchInProgress.MatchIsInProgress
Overrides: MatchIsInProgress (global)
MatchOver
MatchOver.BeginState
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
Overrides: PostLogin (global)
MatchOver.Timer
Overrides: GameInfo.Timer (global)
MatchOver.ChangeTeam
Overrides: GameInfo.ChangeTeam (global)
MatchOver.NeedPlayers
Overrides: NeedPlayers (global)
MatchOver.ReduceDamage
Overrides: ReduceDamage (global)
MatchOver.ResetLevel
Overrides: GameInfo.ResetLevel (global)
Resets level by calling Reset() on all actors
MatchOver.RestartPlayer
Overrides: RestartPlayer (global)
MatchOver.ScoreKill
Overrides: ScoreKill (global)
PendingMatch
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
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
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
Overrides: GameInfo.Timer (global)
PendingMatch.CheckLives
PendingMatch.CheckScore
Overrides: CheckScore (global)
PendingMatch.RestartPlayer
Overrides: RestartPlayer (global)
PendingMatch.ScoreFlag
PendingMatch.ScoreKill
Overrides: ScoreKill (global)
RoundOver
Extends: MatchOver
RoundOver.BeginState
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
Overrides: MatchOver.Timer
RoundOver.ChangeTeam
Overrides: MatchOver.ChangeTeam
RoundOver.ResetLevel
Overrides: MatchOver.ResetLevel
Resets level by calling Reset() on all actors