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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

ActivateVehicleFactory

function ActivateVehicleFactory (UTVehicleFactory VF)

ActivateVehicleFactory() Called by UTVehicleFactory in its PostBeginPlay()

AddBot

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


AddInitialBots

function AddInitialBots ()


AddMutator

function AddMutator (string mutname, optional bool bUserAdded)

Overrides: GameInfo.AddMutator


AdjustSkill

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


AllowBecomeActivePlayer

function bool AllowBecomeActivePlayer (PlayerController P)


AllowCheats

function bool AllowCheats (PlayerController P)

Overrides: GameInfo.AllowCheats

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

AllowClientToTeleport

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

function AssignHoverboard (UTPawn P)


AtCapacity

function bool AtCapacity (bool bSpectator)

Overrides: GameInfo.AtCapacity


BecomeSpectator

function bool BecomeSpectator (PlayerController P)


BroadcastDeathMessage

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

Overrides: GameInfo.BroadcastDeathMessage


CalculatedNetSpeed

function int CalculatedNetSpeed ()

Overrides: GameInfo.CalculatedNetSpeed


CampaignSkillAdjust

function CampaignSkillAdjust (UTBot aBot)

Called to adjust skill when bot respawns

CanDisableObjective

function bool CanDisableObjective (UTGameObjective GO)


CanSpectate

function bool CanSpectate (PlayerController Viewer, PlayerReplicationInfo ViewTarget)

Overrides: GameInfo.CanSpectate


ChangeName

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

Overrides: GameInfo.ChangeName


CheckEndGame

function bool CheckEndGame (PlayerReplicationInfo Winner, string Reason)

Overrides: GameInfo.CheckEndGame


CheckMaxLives

function bool CheckMaxLives (PlayerReplicationInfo Scorer)


CheckScore

function bool CheckScore (PlayerReplicationInfo Scorer)

Overrides: GameInfo.CheckScore


ChoosePlayerStart

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

function ContinueSeamlessTravel ()


DecodeEvent

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


DiscardInventory

function DiscardInventory (Pawn Other, optional Controller Killer)

Overrides: GameInfo.DiscardInventory


DominatingVictory

function bool DominatingVictory ()


DriverEnteredVehicle

function DriverEnteredVehicle (Vehicle V, Pawn P)

Overrides: GameInfo.DriverEnteredVehicle


DriverLeftVehicle

function DriverLeftVehicle (Vehicle V, Pawn P)

Overrides: GameInfo.DriverLeftVehicle


EndGame

function EndGame (PlayerReplicationInfo Winner, string Reason)

Overrides: GameInfo.EndGame


EndLogging

function EndLogging (string Reason)

Overrides: GameInfo.EndLogging


EndRound

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

function EndSpree (UTPlayerReplicationInfo Killer, UTPlayerReplicationInfo Other)


FindNewObjectives

function FindNewObjectives (UTGameObjective DisabledObjective)

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

FindPlayerStart

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

function bool ForceRespawn ()

ForceRespawn() returns true if dead players should respawn immediately

GetAutoObjectiveFor

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

function UTMutator GetBaseUTMutator ()

Returns:

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

GetBotTeam

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


GetCurrentMapCycleIndex

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

function string GetEndGameConditionRule ()


GetHandicapNeed

function int GetHandicapNeed (Pawn Other)

return a value based on how much this pawn needs help

GetLocationFor

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

function string GetMapTypeRule ()


GetNextMap

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

function bool GetSinglePlayerResult ()

Retuns: the results of the match.

GetTravelType

function bool GetTravelType ()

Overrides: GameInfo.GetTravelType

Returns true if we want to travel_absolute

InitGameReplicationInfo

function InitGameReplicationInfo ()

Overrides: GameInfo.InitGameReplicationInfo


InitializeBot

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


IsAWinner

function bool IsAWinner (PlayerController C)


IsConsoleDedicatedServer

function bool IsConsoleDedicatedServer ()

Returns:

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

JustStarted

function bool JustStarted (float MaxElapsedTime)


KillBot

function KillBot (UTBot B)


Killed

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

Overrides: GameInfo.Killed


LevelRecommendedPlayers

function int LevelRecommendedPlayers ()


Logout

function Logout (Controller Exiting)

Overrides: GameInfo.Logout


MatchIsInProgress

function bool MatchIsInProgress ()

Overrides: GameInfo.MatchIsInProgress


NeedPlayers

function bool NeedPlayers ()


NotifyNavigationChanged

function NotifyNavigationChanged (NavigationPoint N)

Overrides: GameInfo.NotifyNavigationChanged

notification when a NavigationPoint becomes blocked or unblocked

NotifySpree

function NotifySpree (UTPlayerReplicationInfo Other, int num)


ObjectiveDisabled

function ObjectiveDisabled (UTGameObjective DisabledObjective)


PlayEndOfMatchMessage

function PlayEndOfMatchMessage ()


PlayRegularEndOfMatchMessage

function PlayRegularEndOfMatchMessage ()


PlayStartupMessage

function PlayStartupMessage ()


ProcessServerTravel

function ProcessServerTravel (string URL, optional bool bAbsolute)

Overrides: GameInfo.ProcessServerTravel


ProcessSpeechRecognition

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

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

RatePlayerStart

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

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

Overrides: GameInfo.ReduceDamage


RegisterVehicle

function RegisterVehicle (UTVehicle V)


RemovePlayerFromMuteLists

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

function ResetAllPlayerMuteListsToSpectatorChannel ()

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

RestartGame

function RestartGame ()

Overrides: GameInfo.RestartGame


RestartPlayer

function RestartPlayer (Controller aPlayer)

Overrides: GameInfo.RestartPlayer


ScoreKill

function ScoreKill (Controller Killer, Controller Other)

Overrides: GameInfo.ScoreKill


SetEndGameFocus

function SetEndGameFocus (PlayerReplicationInfo Winner)


SetGameSpeed

function SetGameSpeed (float T)

Overrides: GameInfo.SetGameSpeed


SetPause

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

Overrides: GameInfo.SetPause

Only allow local players to pause

SetupPlayerMuteList

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

function bool ShouldRespawn (PickupFactory Other)

Overrides: GameInfo.ShouldRespawn


ShowPathTo

function ShowPathTo (PlayerController P, int TeamNum)

displays the path to the given base for the given player

SinglePlayerAddBot

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


SkipCinematics

function SkipCinematics (PlayerController PC)


SkipPlaySound

function bool SkipPlaySound ()


SpawnBot

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


SpawnWait

function float SpawnWait (AIController B)


StartMatch

function StartMatch ()

Overrides: GameInfo.StartMatch


TooManyBots

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

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

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

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

function ViewObjective (PlayerController PC)


WantFastSpawnFor

function bool WantFastSpawnFor (AIController B)


WriteOnlinePlayerScores

function WriteOnlinePlayerScores ()

Overrides: GameInfo.WriteOnlinePlayerScores

Write player scores used in skill calculations