My program doesn't have bugs. It just develops random features.
UE3:UTOnslaughtGame instance functions (UT3)
Object >> Actor >> Info >> GameInfo >> UTGame >> UTDeathmatch >> UTTeamGame >> UTOnslaughtGame (instance functions) |
Contents
- 1 Instance functions
- 1.1 ActivateVehicleFactory
- 1.2 AddBot
- 1.3 AdjustOnslaughtSkill
- 1.4 AllowClientToTeleport
- 1.5 BestPlayerStartAtNode
- 1.6 ChangeTeam
- 1.7 CheckEndGame
- 1.8 CheckScore
- 1.9 CheckSevering
- 1.10 ChoosePlayerStart
- 1.11 ClosestNodeTo
- 1.12 ClosestObjectiveTo
- 1.13 CreateTeam
- 1.14 DominatingVictory
- 1.15 FindCloseActors
- 1.16 FindNewObjectives
- 1.17 GetAutoObjectiveFor
- 1.18 GetBestLocker
- 1.19 GetClosestNodeToEnemyWithVehicles
- 1.20 GetCurrentMapCycleIndex
- 1.21 GetHandicapNeed
- 1.22 GetNextMap
- 1.23 InitGameReplicationInfo
- 1.24 IsTouchingNodeTeleporter
- 1.25 MainCoreDestroyed
- 1.26 NearGoal
- 1.27 ScoreDraw
- 1.28 ScoreFlag
- 1.29 ScoreObjective
- 1.30 SetEndGameFocus
- 1.31 SetPowerCores
- 1.32 ShouldPrioritizeNodeWithFlag
- 1.33 ShouldReset
- 1.34 ShowPathTo
- 1.35 StartAllPlayers
- 1.36 StartBots
- 1.37 StartHumans
- 1.38 TeamHasOrbRunner
- 1.39 UpdateLinks
- 1.40 UpdateNodePlayerCountRequirements
- 1.41 ViewObjective
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Instance functions[edit]
ActivateVehicleFactory[edit]
Overrides: UTGame.ActivateVehicleFactory
In Onslaught, vehicle factories are activated by active powernodes
AddBot[edit]
Overrides: UTGame.AddBot
AdjustOnslaughtSkill[edit]
Adjust skill level in campaign based on relative health of cores
AllowClientToTeleport[edit]
Overrides: UTTeamGame.AllowClientToTeleport
(Description copied from UTTeamGame.AllowClientToTeleport)
This function allows the server to override any requested teleport attempts from a client
Returns:
- returns true if the teleport is allowed
BestPlayerStartAtNode[edit]
ChangeTeam[edit]
Overrides: UTTeamGame.ChangeTeam
(Description copied from UTTeamGame.ChangeTeam)
ChangeTeam() verify whether controller Other is allowed to change team, and if so change his team by calling SetTeam().
Parameters:
- Other - the controller which wants to change teams
- num - the teamindex of the desired team. If 255, pick the smallest team.
- bNewTeam - if true, broadcast team change notification
CheckEndGame[edit]
Overrides: UTTeamGame.CheckEndGame
CheckScore[edit]
Overrides: UTTeamGame.CheckScore
CheckSevering[edit]
ChoosePlayerStart[edit]
Overrides: UTGame.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)
ClosestNodeTo[edit]
ClosestObjectiveTo[edit]
CreateTeam[edit]
Overrides: UTTeamGame.CreateTeam
DominatingVictory[edit]
Overrides: UTTeamGame.DominatingVictory
FindCloseActors[edit]
FindNewObjectives[edit]
Overrides: UTTeamGame.FindNewObjectives
re-evaluate objectives for players because the specified one has been changed/completed
GetAutoObjectiveFor[edit]
Overrides: UTGame.GetAutoObjectiveFor
(Description copied from UTGame.GetAutoObjectiveFor)
Returns:
- an objective that should be recommended to the given player based on their auto objective settings and the current game state
GetBestLocker[edit]
Overrides: UTGame.GetBestLocker
GetClosestNodeToEnemyWithVehicles[edit]
finds the closest node to the enemy powercore that has vehicles available according to the passed in array may return None if no node with vehicles is available for that team
Parameters:
- Player - the Player we're choosing a node for
- NumVehicleFactories -
GetCurrentMapCycleIndex[edit]
Overrides: UTGame.GetCurrentMapCycleIndex
(Description copied from UTGame.GetCurrentMapCycleIndex)
Returns:
- the index of the current map in the given list (used when starting up a server to start counting at the current map)
GetHandicapNeed[edit]
Overrides: UTTeamGame.GetHandicapNeed
return a value based on how much this pawn needs help
GetNextMap[edit]
Overrides: UTGame.GetNextMap
Returns the next map to play. If we are in story mode, we need to go back to the map selection menu
InitGameReplicationInfo[edit]
Overrides: UTGame.InitGameReplicationInfo
IsTouchingNodeTeleporter[edit]
Returns:
- whether the given Pawn is touching/walking on an Actor that allows node teleporting
MainCoreDestroyed[edit]
NearGoal[edit]
Overrides: UTTeamGame.NearGoal
returns whether the given game object-holding player was near an objective the game object can be scored at
ScoreDraw[edit]
ScoreFlag[edit]
ScoreObjective[edit]
Overrides: GameInfo.ScoreObjective
SetEndGameFocus[edit]
Overrides: UTTeamGame.SetEndGameFocus
SetPowerCores[edit]
ShouldPrioritizeNodeWithFlag[edit]
returns whether a node with a flag at it should be prioritized for spawning members of Team
ShouldReset[edit]
Overrides: GameInfo.ShouldReset
(Description copied from GameInfo.ShouldReset)
Returns:
- true if ActorToReset should have Reset() called on it while restarting the game, false if the GameInfo will manually reset it or if the actor does not need to be reset
ShowPathTo[edit]
Overrides: UTTeamGame.ShowPathTo
displays the path to the given base for the given player
StartAllPlayers[edit]
StartBots[edit]
Overrides: GameInfo.StartBots
StartHumans[edit]
Overrides: GameInfo.StartHumans
TeamHasOrbRunner[edit]
UpdateLinks[edit]
UpdateNodePlayerCountRequirements[edit]
update the state of nodes with player count requirements because the number of players in the game has changed
ViewObjective[edit]
Overrides: UTGame.ViewObjective