UE3:UTOnslaughtGame (UT3): Difference between revisions

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{{autogenerated}}
{{autogenerated}}
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.


==Properties==
==Properties==
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====PowerNodes====
====PowerNodes====
'''Type:''' [[array]]<{{cl|UTOnslaughtObjective}}>
'''Type:''' [[array]]<{{cl|UTOnslaughtObjective}}>
<!-- enter variable description -->
====SelectedStartNode====
'''Type:''' {{cl|UTGameObjective}}


<!-- enter variable description -->
<!-- enter variable description -->
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| {{tl|bScoreTeamKills||UTTeamGame}}
| {{tl|bScoreTeamKills||UTTeamGame}}
| False
| False
|-
| {{tl|bStartWithLockerWeaps||UTGame internal variables}}
| True
|-
|-
| {{tl|bUndrivenVehicleDamage||UTGame internal variables}}
| {{tl|bUndrivenVehicleDamage||UTGame internal variables}}
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|-
|-
| {{tl|Description||UTGame internal variables}}
| {{tl|Description||UTGame internal variables}}
| "Ihr Team muss durch Verknüpfen der Knoten die Kontrolle erlangen und so einen direkten Zugang zum feindlichen Energiekern erhalten. Nach Erstellen einer Verknüpfung zu dem nächsten Knoten, können Sie ihn zerstören, sofern er vom Feind noch kontrolliert wird. Übernehmen Sie die Kontrolle des Knotens durch Berühren und Starten des Aufbauprozesses (benutzen Sie das Alternativ-Feuer der Link-Gewehr, um das Ganze zu beschleunigen). Sobald Ihr Team eine Verknüpfung zum feindlichen Energiekern hat, können Sie angreifen und ihn zerstören."
| "Create a power chain to the enemy Core by capturing Nodes in a 'connect the dots' fashion. Nodes at the end of a chain may be controlled by either team. Control Nodes for your team by touching them to start the build process (use the Link Gun alt-fire to speed things up). Once your team has a link to the enemy Core, attack and destroy it."
|-
|-
| {{tl|EndOfMatchRulesTemplateStr_Scoring||UTGame internal variables}}
| {{tl|EndOfMatchRulesTemplateStr_Scoring||UTGame internal variables}}
| "Erstes Team mit `g Punkte gewinnt"
| "First team to score `g points wins"
|-
|-
| {{tl|EndOfMatchRulesTemplateStr_ScoringSingle||UTGame internal variables}}
| {{tl|EndOfMatchRulesTemplateStr_ScoringSingle||UTGame internal variables}}
| "Erstes Team mit einem Punkt gewinnt"
| "First team to score one point wins"
|-
|-
| {{tl|EndOfMatchRulesTemplateStr_Time||UTGame internal variables}}
| {{tl|EndOfMatchRulesTemplateStr_Time||UTGame internal variables}}
| "Die meisten Punkte in `t Min. gewinnt"
| "Team with most points in `t mins. wins"
|-
|-
| {{tl|FlagKillMessageName||UTTeamGame}}
| {{tl|FlagKillMessageName||UTTeamGame}}
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|-
|-
| {{tl|GameName||GameInfo properties}}
| {{tl|GameName||GameInfo properties}}
| "Kriegsführung"
| "Warfare"
|-
|-
| {{tl|GoalScore||GameInfo properties}}
| {{tl|GoalScore||GameInfo properties}}
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<!-- enter event description -->
<!-- enter event description -->
====PostSeamlessTravel====
{{code|event '''PostSeamlessTravel''' ()}}
'''Overrides:''' {{tl|PostSeamlessTravel|UTTeamGame}}
called after a seamless level transition has been completed on the *new* GameInfo
used to reinitialize players already in the game as they won't have *Login() called on them


====Reset====
====Reset====

Latest revision as of 04:54, 16 August 2009

UT3 Object >> Actor >> Info >> GameInfo >> UTGame >> UTDeathmatch >> UTTeamGame >> UTOnslaughtGame
Package:
UTGame
Direct subclass:
UTOnslaughtGame_Content

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

Properties

bSidesAreSwitched

Type: bool


bSpawnNodeSelected

Type: bool


bSwapSidesAfterReset

Type: bool

Modifiers: config


Default value: True

Orbs

Type: UTOnslaughtFlag

Array size: 2

Holds refs to the two orbs

OvertimeCoreDrainPerSec

Type: float


Default value: 20.0

PowerCore

Type: UTOnslaughtPowerCore

Array size: 2


PowerNodes

Type: array<UTOnslaughtObjective>


SelectedStartNode

Type: UTGameObjective


Default values

Property Value
Acronym "WAR"
bAllowHoverboard True
bMidGameHasMap True
bScoreDeaths False
bScoreTeamKills False
bStartWithLockerWeaps True
bUndrivenVehicleDamage True
DeathMessageClass Class'UTGame.UTTeamDeathMessage'
Description "Create a power chain to the enemy Core by capturing Nodes in a 'connect the dots' fashion. Nodes at the end of a chain may be controlled by either team. Control Nodes for your team by touching them to start the build process (use the Link Gun alt-fire to speed things up). Once your team has a link to the enemy Core, attack and destroy it."
EndOfMatchRulesTemplateStr_Scoring "First team to score `g points wins"
EndOfMatchRulesTemplateStr_ScoringSingle "First team to score one point wins"
EndOfMatchRulesTemplateStr_Time "Team with most points in `t mins. wins"
FlagKillMessageName 'ORBKILL'
GameName "Warfare"
GoalScore 3
MapPrefixes[0] "WAR"
MidgameScorePanelTag 'ONSPanel'
OnlineGameSettingsClass Class'UTGame.UTGameSettingsWAR'
OnlineStatsWriteClass Class'UTGame.UTLeaderboardWriteWAR'
ResetTimeDelay 18

Functions

Static functions

AllowMutator

static function bool AllowMutator (string MutatorClassName)

Overrides: UTGame.AllowMutator


Events

InitGame

event InitGame (string Options, out string ErrorMessage)

Overrides: UTTeamGame.InitGame


Logout

event Logout (Controller Exiting)

Overrides: UTTeamGame.Logout


PostLogin

event PostLogin (PlayerController PC)

Overrides: UTTeamGame.PostLogin


PostSeamlessTravel

event PostSeamlessTravel ()

Overrides: UTTeamGame.PostSeamlessTravel

called after a seamless level transition has been completed on the *new* GameInfo used to reinitialize players already in the game as they won't have *Login() called on them

Reset

event Reset ()

Overrides: UTGame.Reset

Reset() - reset actor to initial state - used when restarting level without reloading.

Other instance functions

See UTOnslaughtGame instance functions.

States

MatchInProgress

MatchInProgress.Timer

event Timer ()

Overrides: UTGame.MatchInProgress.Timer


MatchOver

MatchOver.FindNewObjectives

function FindNewObjectives (UTGameObjective DisabledObjective)

Overrides: FindNewObjectives (global)

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

MatchOver.MainCoreDestroyed

function MainCoreDestroyed (byte T)

Overrides: MainCoreDestroyed (global)