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Difference between revisions of "UE3:UTGame internal variables (UDK)"

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m (Reverted edits by Jstone626 (Talk) to last revision by Wormbo)
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weapon specific Taunt management (keep them from being used multiple times per round)
 
weapon specific Taunt management (keep them from being used multiple times per round)
==Related Links:==
 
 
[http://www.noxedge.com/'''nitric oxide''']
 

Revision as of 00:59, 29 May 2010

UDK Object >> Actor >> Info >> GameInfo >> UTGame (internal variables)

Contents

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

Internal variables

Acronym

Type: string


Default value: "???"

ActiveBots

Type: array<ActiveBotInfo>

Modifiers: globalconfig


AdjustedDifficulty

Type: float


bAllowHoverboard

Type: bool


bAllowKeyboardAndMouse

Type: bool

This being false implies that only gamepads are valid for input type. This is not 100% precise as you could have a keyboard + gamepad which could be valid if we wanted to allow typing but no movement.

bAutoNumBots

Type: bool

Match bots to map's recommended bot count

bBadSinglePlayerBotNames

Type: bool

Debug: used to draw HUD message so it's easy to tell when bots are set up incorrectly in SP missions

bConsoleServer

Type: bool

Prefix characters for names of maps for this game type

bCustomBots

Type: bool


bDemoMode

Type: bool

turn off HUD, etc.

bExportMenuData

Type: bool

if set, when this class is compiled, a menu entry for it will be automatically added/updated in its package.ini file (abstract classes are skipped even if this flag is set)

Default value: True

bExtraHealth

Type: bool

Used during the campaign to give player team a health bonuse

bFinalStartup

Type: bool


bFirstBlood

Type: bool


bForceMidGameMenuAtStart

Type: bool

Modifiers: config


bForceRespawn

Type: bool

Modifiers: globalconfig


bGivePhysicsGun

Type: bool

Whether to give physics gun to human players in this game type (meant for testing only)

Default value: True

bHeavyArmor

Type: bool

Used during the campaign to give player team an armor bonus

bIgnoreTeamForVoiceChat

Type: bool

When enabled, allows players on different teams to voice chat with each other. (Used for Duel games) Note that spectators still won't be able to talk to players and vice-versa, though.

bIsClassicUT

Type: bool

"Classic UT" mode is enabled

bLogGameplayEvents

Type: bool

Modifiers: config


bMidGameHasMap

Type: bool


bMustHaveMultiplePlayers

Type: bool


bMustJoinBeforeStart

Type: bool

players can only spectate if they join after the game starts

bNecrisLocked

Type: bool

Used during the campaign to keep player team from using necris vehicles (until they get the magic key)

BotClass

Type: class<UTBot>

class used for AI bots

Default value: Class'UTGame.UTBot'

BotRatio

Type: float

Modifiers: globalconfig

only used when bPlayersVsBots is true

Default value: 1.0

bOverTimeBroadcast

Type: bool


bPlayedFiveKills

Type: bool


bPlayedOneKill

Type: bool


bPlayedTenKills

Type: bool

Flag whether "X kills remain" has been played yet

bPlayerBecameActive

Type: bool


bPlayersMustBeReady

Type: bool

Modifiers: globalconfig

players must confirm ready for game to start

bPlayersVsBots

Type: bool


bQuickStart

Type: bool


bScoreDeaths

Type: bool

Whether scoring is based on enemy deaths

bShouldWaitForNetPlayers

Type: bool

True if bWaitForNetPlayers and net game.

bSkipPlaySound

Type: bool

override "play!" sound

bSoaking

Type: bool


bStartedCountDown

Type: bool


bStartWithLockerWeaps

Type: bool

If true, look for nearby weaponlocker weapons

bTeamScoreRounds

Type: bool


bTempForceRespawn

Type: bool

Force dead players to respawn immediately if true (configurable)

bUndrivenVehicleDamage

Type: bool

whether not yet driven vehicles can take damage

bWaitForNetPlayers

Type: bool

Modifiers: globalconfig

Temporary (used in game) version of bForceRespawn

Default value: True

bWarmupRound

Type: bool

Modifiers: config

If true, this match will have a warmup round

bWeaponStay

Type: bool

Whether or not weapons stay when picked up.

Default value: True

ClientProcessingTimeout

Type: int

Modifiers: config

how long we wait for clients to perform initial processing at the start of the game (UTPlayerController::bInitialProcessingComplete)

Default value: 30

ConsolePlayerControllerClass

Type: class<PlayerController>

PlayerController class to use on consoles

Default value: Class'UTGame.UTConsolePlayerController'

CountDown

Type: int


Default value: 4

CustomMapPrefixes

Type: array<GameTypePrefix>

Modifiers: globalconfig

Used for loading appropriate game type if non-specified in URL

DefaultInventory

Type: array<class<Inventory> >

Default inventory added via AddDefaultInventory()

Default value: Class'UTGame.UTWeap_LinkGun'

DefaultMapPrefixes

Type: array<GameTypePrefix>


Default value, index 0:

Member Value
GameType "UTGame.UTDeathmatch"
Prefix "DM"

Default value, index 1:

Member Value
GameType "UTGameContent.UTCTFGame_Content"
Prefix "CTF"

Default value, index 3:

Member Value
GameType "UTGameContent.UTVehicleCTFGame_Content"
Prefix "VCTF"

DefaultMaxLives

Type: int


DemoPrefix

Type: string

prefix of filename to record a demo to - a number is added on to get a unique filename (empty string means don't record)

Description

Type: string

Modifiers: localized


DesiredPlayerCount

Type: int

bots will fill in to reach this value as needed

EndGameFocus

Type: Actor


EndMessageCounter

Type: int

Modifiers: transient

end message counter

EndMessageWait

Type: int

wait before playing which team won the match

Default value: 1

EndOfMatchRulesTemplateStr_Scoring

Type: string

Modifiers: localized


EndOfMatchRulesTemplateStr_ScoringSingle

Type: string

Modifiers: localized


EndOfMatchRulesTemplateStr_Time

Type: string

Modifiers: localized


EndTime

Type: float


EndTimeDelay

Type: float

Modifiers: globalconfig


Default value: 4.0

EnemyRoster

Type: UTTeamInfo


EnemyRosterName

Type: string


GameplayEventsWriter

Type: GameplayEventsWriter

Modifiers: transient


GameplayEventsWriterClassName

Type: string

Modifiers: config

Gameplay statistics logging

GameSpecificMapCycles

Type: array<GameMapCycle>

Modifiers: globalconfig


Default value:

Member Value
GameClassName 'UTVehicleCTFGame_Content'
Maps
  1. "VCTF-Corruption"
  2. "VCTF-Necropolis"
  3. "VCTF-SandStorm"

GameUMenuType

Type: string

Type of Game dropdown to display.

LastEncouragementTime

Type: float

Last time bot yelled encouragement to player

Default value: -20.0

LastManDownTime

Type: float

Last time bot yelled mandown to player

LastPlayerStartSpot

Type: NavigationPoint

last place current player looking for start spot started from

LastStartSpot

Type: NavigationPoint

last place any player started from

LateEntryLives

Type: int

Modifiers: config

defines how many lives in a player can still join

Default value: 1

MapCycleIndex

Type: int

Modifiers: globalconfig

index of current map in the cycle

MapPrefixes

Type: array<string>

Used for loading appropriate game type if non-specified in URL

MidGameMenuTemplate

Type: UTUIScene


Default value: UTUIScene_MidGameMenu'UI_InGameHud.Menus.MidGameMenu'

MidgameScorePanelTag

Type: name


Default value: 'DMPanel'

MinNetPlayers

Type: int

Modifiers: globalconfig

how many players must join before net game will start

Default value: 1

NetWait

Type: int

Modifiers: config

time to wait for players in netgames w/ bWaitForNetPlayers (typically team games)

Default value: 15

NumDivertedOpponents

Type: int

for single player when "Tactical Diversion" card is used - skip adding this many Kismet spawned bots

PendingMatchElapsedTime

Type: int


PlayerDeaths

Type: int


PlayerKills

Type: int


RestartWait

Type: int

Modifiers: globalconfig


Default value: 30

RulesMenuType

Type: string

Type of rules menu to display.

ScriptedStartSpot

Type: NavigationPoint

forces the spawn location for the next player spawned

ServerSkillLevel

Type: int

Modifiers: globalconfig

The Server Skill Level ( 0 - 2, Beginner/Experienced/Expert )

SinglePlayerMissionID

Type: int

Used by the single player game

Sniper

Type: Pawn

Current sniper

SpawnProtectionTime

Type: float


Default value: 2.0

SpeechRecognitionData

Type: SpeechRecognition

object containing speech recognition data to use for this gametype

Default value: SpeechRecognition'SpeechRecognition.Alphabet'

StartupStage

Type: byte

what startup message to display

VehicleList

Type: UTVehicle


VictoryMessageClass

Type: class<UTVictoryMessage>


Default value: Class'UTGame.UTVictoryMessage'

WarmupRemaining

Type: int

How much time left in the Warmup Round

WarmupTime

Type: int

Modifiers: config

How long is the warmup round (In Seconds)

WeaponTauntUsed

Type: byte

Array size: 20

weapon specific Taunt management (keep them from being used multiple times per round)