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UE3:UTMissionSelectionGame (UT3)
Object >> Actor >> Info >> GameInfo >> UTGame >> UTDeathmatch >> UTTeamGame >> UTEntryGame >> UTMissionSelectionGame |
Contents
- 1 Properties
- 2 Enums
- 3 Functions
- 3.1 Events
- 3.2 Other instance functions
- 3.2.1 AcceptMission
- 3.2.2 AddBot
- 3.2.3 AddBotsFromMissionData
- 3.2.4 BinkMovieFinished
- 3.2.5 BriefMission
- 3.2.6 CheckMission
- 3.2.7 GetBotTeam
- 3.2.8 HandleCutSequence
- 3.2.9 HandleForcedTravel
- 3.2.10 InitGameReplicationInfo
- 3.2.11 InitializeMissionSystem
- 3.2.12 IsACharacterThatShouldAlwaysBeCustom
- 3.2.13 ManageLogin
- 3.2.14 NeedPlayers
- 3.2.15 PickTeam
- 3.2.16 ProcessModifierCard
- 3.2.17 SaveProfile
- 3.2.18 SetModifierCard
- 3.2.19 ShowCredits
- 3.2.20 TooManyBots
- 4 States
- Package:
- UTGame
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
bNextMissionTeamGame
Type: bool
CardCharacters
This holds the set of bots that have been played from a card *
CharactersThatShouldAlwaysBeCustomCharacters
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
Type: UTPlayerController
IronGuardEnhancedPool
Default value, index 0: "Barktooth"
Default value, index 1: "Harlin"
Default value, index 2: "Slain"
Default value, index 3: "Blain"
IronGuardPool
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
Type: ESinglePlayerMissionResult
LiandriEnhancedPool
Default value, index 0: "Matrix"
Default value, index 1: "Aspect"
Default value, index 2: "Cathode"
Default value, index 3: "Enigma"
LiandriPool
Default value, index 0: "Torque"
Default value, index 1: "Syntax"
Default value, index 2: "Raptor"
Default value, index 3: "Mihr"
NextMissionURL
Type: string
Default values
Enums
ESinglePlayerMissionResult
- ESPMR_None
- ESPMR_Win
- ESPMR_Loss
Functions
Events
HandleSeamlessTravelPlayer
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
Overrides: UTEntryGame.InitGame
Figure out if the last match was won or lost
PostLogin
Overrides: UTTeamGame.PostLogin
A new player has joined the server. Figure out if that player is the host.
Other instance functions
AcceptMission
The host has accepted a mission. Signal the clients to travel and wait for them to sync up.
AddBot
Overrides: UTGame.AddBot
AddBotsFromMissionData
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
BriefMission
CheckMission
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
Overrides: UTTeamGame.GetBotTeam
HandleCutSequence
Travel to a cut sequence
HandleForcedTravel
Create the URL and travel to a given mission.
InitGameReplicationInfo
Overrides: UTGame.InitGameReplicationInfo
InitializeMissionSystem
Find the current Mission and look to see if we have a forced path. If we do, server travel
IsACharacterThatShouldAlwaysBeCustom
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
NeedPlayers
Overrides: UTEntryGame.NeedPlayers
PickTeam
Overrides: UTTeamGame.PickTeam
ProcessModifierCard
SaveProfile
SetModifierCard
ShowCredits
TooManyBots
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
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: UTEntryGame.PendingMatch
Modifiers: auto
PendingMatch.MatchIsInProgress
Overrides: GameInfo.PendingMatch.MatchIsInProgress
PendingMatch.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
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
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
Overrides: GameInfo.Timer (global)