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UE3:UTGame instance functions (UDK)

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UDK Object >> Actor >> Info >> GameInfo >> UTGame (instance functions)

Contents

UTGame instance functions in other games:
UT3
Other member categories for this class:
internal variables

Instance functions[edit]

ActivateVehicleFactory[edit]

function ActivateVehicleFactory (UTVehicleFactory VF)

ActivateVehicleFactory() Called by UTVehicleFactory in its PostBeginPlay()

AddBot[edit]

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


AddInitialBots[edit]

function AddInitialBots ()


AddMutator[edit]

function AddMutator (string mutname, optional bool bUserAdded)

Overrides: GameInfo.AddMutator


AdjustSkill[edit]

function AdjustSkill (AIController B, PlayerController P, bool bWinner)


AllowBecomeActivePlayer[edit]

function bool AllowBecomeActivePlayer (PlayerController P)


AllowCheats[edit]

function bool AllowCheats (PlayerController P)

Overrides: GameInfo.AllowCheats

AllowCheats - Allow cheating in single player games and coop games.

AllowClientToTeleport[edit]

function bool AllowClientToTeleport (UTPlayerReplicationInfo ClientPRI, Actor DestinationActor)

This function allows the server to override any requested teleport attempts from a client

Returns:

returns true if the teleport is allowed

AssignHoverboard[edit]

function AssignHoverboard (UTPawn P)


AtCapacity[edit]

function bool AtCapacity (bool bSpectator)

Overrides: GameInfo.AtCapacity


BecomeSpectator[edit]

function bool BecomeSpectator (PlayerController P)


BroadcastDeathMessage[edit]

function BroadcastDeathMessage (Controller Killer, Controller Other, class<DamageTypeDamageType)

Overrides: GameInfo.BroadcastDeathMessage


CalculatedNetSpeed[edit]

function int CalculatedNetSpeed ()

Overrides: GameInfo.CalculatedNetSpeed


CampaignSkillAdjust[edit]

function CampaignSkillAdjust (UTBot aBot)

Called to adjust skill when bot respawns

CanDisableObjective[edit]

function bool CanDisableObjective (UTGameObjective GO)


CanSpectate[edit]

function bool CanSpectate (PlayerController Viewer, PlayerReplicationInfo ViewTarget)

Overrides: GameInfo.CanSpectate


ChangeName[edit]

function ChangeName (Controller Other, string S, bool bNameChange)

Overrides: GameInfo.ChangeName


CheckEndGame[edit]

function bool CheckEndGame (PlayerReplicationInfo Winner, string Reason)

Overrides: GameInfo.CheckEndGame


CheckMaxLives[edit]

function bool CheckMaxLives (PlayerReplicationInfo Scorer)


CheckScore[edit]

function bool CheckScore (PlayerReplicationInfo Scorer)

Overrides: GameInfo.CheckScore


ChoosePlayerStart[edit]

function PlayerStart ChoosePlayerStart (Controller Player, optional byte InTeam)

Overrides: GameInfo.ChoosePlayerStart

(Description copied from GameInfo.ChoosePlayerStart)
ChoosePlayerStart() Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart().

Parameters:

  • Player - is the controller for whom we are choosing a playerstart
  • InTeam - specifies the Player's team (if the player hasn't joined a team yet)

Returns:

NavigationPoint chosen as player start (usually a PlayerStart)

ContinueSeamlessTravel[edit]

function ContinueSeamlessTravel ()


DecodeEvent[edit]

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


DiscardInventory[edit]

function DiscardInventory (Pawn Other, optional Controller Killer)

Overrides: GameInfo.DiscardInventory


DominatingVictory[edit]

function bool DominatingVictory ()


DriverEnteredVehicle[edit]

function DriverEnteredVehicle (Vehicle V, Pawn P)

Overrides: GameInfo.DriverEnteredVehicle


DriverLeftVehicle[edit]

function DriverLeftVehicle (Vehicle V, Pawn P)

Overrides: GameInfo.DriverLeftVehicle


EndGame[edit]

function EndGame (PlayerReplicationInfo Winner, string Reason)

Overrides: GameInfo.EndGame


EndLogging[edit]

function EndLogging (string Reason)

Overrides: GameInfo.EndLogging


EndRound[edit]

function EndRound (Actor EndRoundFocus)

ends the current round; sends the game into state RoundOver and sets the ViewTarget for all players to be the given actor

EndSpree[edit]

function EndSpree (UTPlayerReplicationInfo Killer, UTPlayerReplicationInfo Other)


FindNewObjectives[edit]

function FindNewObjectives (UTGameObjective DisabledObjective)

re-evaluate objectives for players because the specified one has been changed/completed

FindPlayerStart[edit]

function NavigationPoint FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName)

Overrides: GameInfo.FindPlayerStart

FindPlayerStart() Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart().

Parameters:

  • Player - is the controller for whom we are choosing a playerstart
  • InTeam - specifies the Player's team (if the player hasn't joined a team yet)
  • IncomingName - specifies the tag of a teleporter to use as the Playerstart

Returns:

NavigationPoint chosen as player start (usually a PlayerStart)

ForceRespawn[edit]

function bool ForceRespawn ()

ForceRespawn() returns true if dead players should respawn immediately

GetAutoObjectiveFor[edit]

function Actor GetAutoObjectiveFor (UTPlayerController PC)

Returns:

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

GetBaseUTMutator[edit]

function UTMutator GetBaseUTMutator ()

Returns:

the first mutator in the mutator list that's a UTMutator

GetBotTeam[edit]

function UTTeamInfo GetBotTeam (optional int TeamBots, optional bool bUseTeamIndex, optional int TeamIndex)


GetCurrentMapCycleIndex[edit]

function int GetCurrentMapCycleIndex (const out array<stringMapList)

Returns:

the index of the current map in the given list (used when starting up a server to start counting at the current map)

GetEndGameConditionRule[edit]

function string GetEndGameConditionRule ()


GetHandicapNeed[edit]

function int GetHandicapNeed (Pawn Other)

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)

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

GetMapTypeRule[edit]

function string GetMapTypeRule ()


GetNextMap[edit]

function string GetNextMap ()

Overrides: GameInfo.GetNextMap

Returns the next map to play. If we are in story mode, we need to go back to the map selection menu

GetSinglePlayerResult[edit]

function bool GetSinglePlayerResult ()

Retuns: the results of the match.

GetTravelType[edit]

function bool GetTravelType ()

Overrides: GameInfo.GetTravelType

Returns true if we want to travel_absolute

InitGameReplicationInfo[edit]

function InitGameReplicationInfo ()

Overrides: GameInfo.InitGameReplicationInfo


InitializeBot[edit]

function InitializeBot (UTBot NewBot, UTTeamInfo BotTeam, const out UTCharInfo.CharacterInfo BotInfo)


IsAWinner[edit]

function bool IsAWinner (PlayerController C)


IsConsoleDedicatedServer[edit]

function bool IsConsoleDedicatedServer ()

Returns:

whether we are running a console "fake" dedicated server (listen server with rendering turned off)

JustStarted[edit]

function bool JustStarted (float MaxElapsedTime)


KillBot[edit]

function KillBot (UTBot B)


Killed[edit]

function Killed (Controller Killer, Controller KilledPlayer, Pawn KilledPawn, class<DamageTypedamageType)

Overrides: GameInfo.Killed


LevelRecommendedPlayers[edit]

function int LevelRecommendedPlayers ()


Logout[edit]

function Logout (Controller Exiting)

Overrides: GameInfo.Logout


MatchIsInProgress[edit]

function bool MatchIsInProgress ()

Overrides: GameInfo.MatchIsInProgress


NeedPlayers[edit]

function bool NeedPlayers ()


NotifyNavigationChanged[edit]

function NotifyNavigationChanged (NavigationPoint N)

Overrides: GameInfo.NotifyNavigationChanged

notification when a NavigationPoint becomes blocked or unblocked

NotifySpree[edit]

function NotifySpree (UTPlayerReplicationInfo Other, int num)


ObjectiveDisabled[edit]

function ObjectiveDisabled (UTGameObjective DisabledObjective)


PlayEndOfMatchMessage[edit]

function PlayEndOfMatchMessage ()


PlayRegularEndOfMatchMessage[edit]

function PlayRegularEndOfMatchMessage ()


PlayStartupMessage[edit]

function PlayStartupMessage ()


ProcessServerTravel[edit]

function ProcessServerTravel (string URL, optional bool bAbsolute)

Overrides: GameInfo.ProcessServerTravel


ProcessSpeechRecognition[edit]

function ProcessSpeechRecognition (UTPlayerController Speaker, const out array<OnlineSubsystem.SpeechRecognizedWordWords)

parses the given player's recognized speech into bot orders, etc

RatePlayerStart[edit]

function float RatePlayerStart (PlayerStart P, byte Team, Controller Player)

Overrides: GameInfo.RatePlayerStart

RatePlayerStart() Return a score representing how desireable a playerstart is.

Parameters:

  • P - is the playerstart being rated
  • Team - is the team of the player choosing the playerstart
  • Player - is the controller choosing the playerstart

Returns:

playerstart score

ReduceDamage[edit]

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

Overrides: GameInfo.ReduceDamage


RegisterVehicle[edit]

function RegisterVehicle (UTVehicle V)


RemovePlayerFromMuteLists[edit]

function RemovePlayerFromMuteLists (UTPlayerController PC)

Removes the specified player from all other player's mute lists

Parameters:

  • PC - Player controller to remove from other mute lists

ResetAllPlayerMuteListsToSpectatorChannel[edit]

function ResetAllPlayerMuteListsToSpectatorChannel ()

Reset everyone's channel to the same thing and then rebuild the gameplay mute lists for each player

RestartGame[edit]

function RestartGame ()

Overrides: GameInfo.RestartGame


RestartPlayer[edit]

function RestartPlayer (Controller aPlayer)

Overrides: GameInfo.RestartPlayer


ScoreKill[edit]

function ScoreKill (Controller Killer, Controller Other)

Overrides: GameInfo.ScoreKill


SetEndGameFocus[edit]

function SetEndGameFocus (PlayerReplicationInfo Winner)


SetGameSpeed[edit]

function SetGameSpeed (float T)

Overrides: GameInfo.SetGameSpeed


SetPause[edit]

function bool SetPause (PlayerController PC, optional delegate<GameInfo.CanUnpauseCanUnpauseDelegate)

Overrides: GameInfo.SetPause

Only allow local players to pause

SetupPlayerMuteList[edit]

function SetupPlayerMuteList (UTPlayerController PC, bool bForceSpectatorChannel)

Sets up the voice mute list based upon this player's team/spectator state. Opponents are added the specified player's mute list and vice versa.

Parameters:

  • PC - the player controller to initialize muting for

ShouldRespawn[edit]

function bool ShouldRespawn (PickupFactory Other)

Overrides: GameInfo.ShouldRespawn


ShowPathTo[edit]

function ShowPathTo (PlayerController P, int TeamNum)

displays the path to the given base for the given player

SinglePlayerAddBot[edit]

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


SkipCinematics[edit]

function SkipCinematics (PlayerController PC)


SkipPlaySound[edit]

function bool SkipPlaySound ()


SpawnBot[edit]

function UTBot SpawnBot (optional string botName, optional bool bUseTeamIndex, optional int TeamIndex)


SpawnWait[edit]

function float SpawnWait (AIController B)


StartMatch[edit]

function StartMatch ()

Overrides: GameInfo.StartMatch


TooManyBots[edit]

function bool TooManyBots (Controller botToRemove)

Look at the current game rules and determine if there are too many bots. In a single player game, this function will always return false since the teams are preset and changes are not allowed.

Parameters:

  • BotToRemove - The Bot to remove

UpdateGameplayMuteList[edit]

function UpdateGameplayMuteList (PlayerController PC)

Overrides: GameInfo.UpdateGameplayMuteList

This is called once the client has sent the server their unique net id. It is now possible to set up their mute list.

Parameters:

  • PC - the playercontroller that is ready for updates

UpdateGameSettings[edit]

function UpdateGameSettings ()

Overrides: GameInfo.UpdateGameSettings

Used to update any changes in game settings that need to be published to players that are searching for games

UpdateGameSettingsCounts[edit]

function UpdateGameSettingsCounts ()

Overrides: GameInfo.UpdateGameSettingsCounts

Updates the online subsystem's information for player counts so that LAN matches can show the correct player counts

ViewObjective[edit]

function ViewObjective (PlayerController PC)


WantFastSpawnFor[edit]

function bool WantFastSpawnFor (AIController B)


WriteOnlinePlayerScores[edit]

function WriteOnlinePlayerScores ()

Overrides: GameInfo.WriteOnlinePlayerScores

Write player scores used in skill calculations