Gah - a solution with more questions. – EntropicLqd

Difference between revisions of "UE3:UTMissionSelectionGame (UT3)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Talk)
m (1 revision)
 
(No difference)

Latest revision as of 01:21, 26 July 2008

UT3 Object >> Actor >> Info >> GameInfo >> UTGame >> UTDeathmatch >> UTTeamGame >> UTEntryGame >> UTMissionSelectionGame
Package: 
UTGame

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

bNextMissionTeamGame[edit]

Type: bool


CardCharacters[edit]

Type: array<string>

This holds the set of bots that have been played from a card *

CharactersThatShouldAlwaysBeCustomCharacters[edit]

Type: array<string>

This is the set of characters that should always be custom characters *

Default value, index 0: "Reaper"

Default value, index 1: "Jester"

Default value, index 2: "Othello"

Default value, index 3: "Bishop"

Default value, index 4: "Lauren"

Default value, index 5: "Akasha"

Default value, index 6: "Loque"

Default value, index 7: "Matrix"

Default value, index 8: "Scythe"

Default value, index 9: "Alanna"

Default value, index 10: "Arachne"

Default value, index 11: "Ariel"

Default value, index 12: "Avalon"

Default value, index 13: "Cassidy"

Default value, index 14: "Desiree"

Default value, index 15: "Freylis"

Default value, index 16: "Kai"

Default value, index 17: "Kira"

Default value, index 18: "Malise"

Default value, index 19: "Metridia"

Default value, index 20: "Raven"

Default value, index 21: "Visse"

HostPlayer[edit]

Type: UTPlayerController


IronGuardEnhancedPool[edit]

Type: array<string>


Default value, index 0: "Barktooth"

Default value, index 1: "Harlin"

Default value, index 2: "Slain"

Default value, index 3: "Blain"

IronGuardPool[edit]

Type: array<string>


Default value, index 0: "Cain"

Default value, index 1: "Blackjack"

Default value, index 2: "Johnson"

Default value, index 3: "Kregore"

Default value, index 4: "Talan"

LastMissionResult[edit]

Type: ESinglePlayerMissionResult


LiandriEnhancedPool[edit]

Type: array<string>


Default value, index 0: "Matrix"

Default value, index 1: "Aspect"

Default value, index 2: "Cathode"

Default value, index 3: "Enigma"

LiandriPool[edit]

Type: array<string>


Default value, index 0: "Torque"

Default value, index 1: "Syntax"

Default value, index 2: "Raptor"

Default value, index 3: "Mihr"

NextMissionURL[edit]

Type: string


Default values[edit]

Property Value
ConsolePlayerControllerClass Class'UTGame.UTMissionPlayerController'
GameReplicationInfoClass Class'UTGame.UTMissionGRI'
HUDType None
PlayerControllerClass Class'UTGame.UTMissionPlayerController'
PlayerReplicationInfoClass Class'UTGame.UTMissionSelectionPRI'

Enums[edit]

ESinglePlayerMissionResult[edit]

ESPMR_None 
ESPMR_Win 
ESPMR_Loss 

Functions[edit]

Events[edit]

HandleSeamlessTravelPlayer[edit]

event HandleSeamlessTravelPlayer (out Controller C)

Overrides: UTTeamGame.HandleSeamlessTravelPlayer

A new player has returned to the server via Seamless travel. We need to determine if they are the host and setup the PRI accordingly

InitGame[edit]

event InitGame (string Options, out string ErrorMessage)

Overrides: UTEntryGame.InitGame

Figure out if the last match was won or lost

PostLogin[edit]

event PostLogin (PlayerController NewPlayer)

Overrides: UTTeamGame.PostLogin

A new player has joined the server. Figure out if that player is the host.

Other instance functions[edit]

AcceptMission[edit]

function AcceptMission ()

The host has accepted a mission. Signal the clients to travel and wait for them to sync up.

AddBot[edit]

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

Overrides: UTGame.AddBot


AddBotsFromMissionData[edit]

function AddBotsFromMissionData (UTMissionInfo.EMissionInformation Mission, bool bAddOnlyCustomizedCharacters)

This function is called when we are adding a character to the game. It is meant to be called twice. The first time with bAddOnlyCustomizedCharacters being TRUE so all of the characters that we want customized will actually be that way. And then with bAddOnlyCustomizedCharacters FALSE so we add all of the other characters into the world.

The mission data has a number of ways in which it organizes that data so we need to do two passes over that data in order to make certain that we get the most optimal set of customized characters.

NOTE: this will just order the list with the "important to be customized" first. Machine settings could make it such that only a subset actually get customized characters or that all of them do!

BinkMovieFinished[edit]

function BinkMovieFinished ()


BriefMission[edit]

function BriefMission ()


CheckMission[edit]

function bool CheckMission (UTProfileSettings Profile, ESinglePlayerMissionResult Result, UTSeqObj_SPMission.EMissionCondition Condition)

Checks to see if a mission can be added to the mission list

Parameters:

  • Profile - The profile we are using
  • Result - The result of the last match
  • Condition - The conditions to check against

Returns:

true if this mission is good to go

GetBotTeam[edit]

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

Overrides: UTTeamGame.GetBotTeam


HandleCutSequence[edit]

function HandleCutSequence (UTMissionInfo.EMissionInformation Mission, UTSeqObj_SPMission MissionObj)

Travel to a cut sequence

HandleForcedTravel[edit]

function HandleForcedTravel (int MissionID)

Create the URL and travel to a given mission.

InitGameReplicationInfo[edit]

function InitGameReplicationInfo ()

Overrides: UTGame.InitGameReplicationInfo


InitializeMissionSystem[edit]

function InitializeMissionSystem (UTMissionGRI MGRI, PlayerController Host)

Find the current Mission and look to see if we have a forced path. If we do, server travel

IsACharacterThatShouldAlwaysBeCustom[edit]

function bool IsACharacterThatShouldAlwaysBeCustom (string CharName)

This will look down the list of chars that should always be custom and then return true of the passed in string is in that list *

ManageLogin[edit]

function ManageLogin (PlayerController NewPlayer)


NeedPlayers[edit]

function bool NeedPlayers ()

Overrides: UTEntryGame.NeedPlayers


PickTeam[edit]

function byte PickTeam (byte num, Controller C)

Overrides: UTTeamGame.PickTeam


ProcessModifierCard[edit]

function ProcessModifierCard (name GameModifierCard, UTProfileSettings Profile, out string URL, out UTMissionInfo.EMissionInformation Mission)


SaveProfile[edit]

function SaveProfile (PlayerController TargetPC)


SetModifierCard[edit]

function SetModifierCard (name Card)


ShowCredits[edit]

function ShowCredits ()


TooManyBots[edit]

function bool TooManyBots (Controller botToRemove)

Overrides: UTTeamGame.TooManyBots

(Description copied from UTGame.TooManyBots)
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

States[edit]

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: UTEntryGame.PendingMatch

Modifiers: auto

PendingMatch.MatchIsInProgress[edit]

function bool MatchIsInProgress ()

Overrides: GameInfo.PendingMatch.MatchIsInProgress


PendingMatch.StartMatch[edit]

function StartMatch ()

Overrides: GameInfo.PendingMatch.StartMatch

Tells all of the currently connected clients to register with arbitration. The clients will call back to the server once they have done so, which will tell this state to see if it is time for the server to register with arbitration.

SyncClients[edit]

We need to give clients time to bring the briefing menu up and become ready to travel. We do this by pausing here and waiting for bReadyToPlay to be set for each player

SyncClients.BeginState[edit]

event BeginState (name PrevStateName)

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).

SyncClients.Timer[edit]

event Timer ()

Overrides: GameInfo.Timer (global)


SyncClients.GiveUpWaiting[edit]

function GiveUpWaiting ()