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UE3:UTOnslaughtGame instance functions (UT3)

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UT3 Object >> Actor >> Info >> GameInfo >> UTGame >> UTDeathmatch >> UTTeamGame >> UTOnslaughtGame (instance functions)

Instance functions

ActivateVehicleFactory

function ActivateVehicleFactory (UTVehicleFactory VF)

Overrides: UTGame.ActivateVehicleFactory

In Onslaught, vehicle factories are activated by active powernodes

AddBot

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

Overrides: UTGame.AddBot


AdjustOnslaughtSkill

function AdjustOnslaughtSkill ()

Adjust skill level in campaign based on relative health of cores

AllowClientToTeleport

function bool AllowClientToTeleport (UTPlayerReplicationInfo ClientPRI, Actor DestinationActor)

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

function PlayerStart BestPlayerStartAtNode (UTGameObjective SelectedPC, byte Team, Controller Player)


ChangeTeam

function bool ChangeTeam (Controller Other, int num, bool bNewTeam)

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

function bool CheckEndGame (PlayerReplicationInfo Winner, string Reason)

Overrides: UTTeamGame.CheckEndGame


CheckScore

function bool CheckScore (PlayerReplicationInfo Scorer)

Overrides: UTTeamGame.CheckScore


CheckSevering

function CheckSevering (UTOnslaughtNodeObjective PC, int TeamIndex)


ChoosePlayerStart

function PlayerStart ChoosePlayerStart (Controller Player, optional byte InTeam)

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

function UTOnslaughtNodeObjective ClosestNodeTo (Actor A)


ClosestObjectiveTo

function UTOnslaughtObjective ClosestObjectiveTo (Actor A)


CreateTeam

function CreateTeam (int TeamIndex)

Overrides: UTTeamGame.CreateTeam


DominatingVictory

function bool DominatingVictory ()

Overrides: UTTeamGame.DominatingVictory


FindCloseActors

function FindCloseActors ()


FindNewObjectives

function FindNewObjectives (UTGameObjective DisabledObjective)

Overrides: UTTeamGame.FindNewObjectives

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

GetAutoObjectiveFor

function Actor GetAutoObjectiveFor (UTPlayerController PC)

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

function UTWeaponLocker GetBestLocker (Pawn PlayerPawn)

Overrides: UTGame.GetBestLocker


GetClosestNodeToEnemyWithVehicles

function UTGameObjective GetClosestNodeToEnemyWithVehicles (Controller Player, const out array<intNumVehicleFactories)

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

function int GetCurrentMapCycleIndex (const out array<stringMapList)

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

function int GetHandicapNeed (Pawn Other)

Overrides: UTTeamGame.GetHandicapNeed

return a value based on how much this pawn needs help

GetNextMap

function string GetNextMap ()

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

function InitGameReplicationInfo ()

Overrides: UTGame.InitGameReplicationInfo


IsTouchingNodeTeleporter

function bool IsTouchingNodeTeleporter (Pawn P, optional out UTOnslaughtNodeTeleporter Teleporter)

Returns:

whether the given Pawn is touching/walking on an Actor that allows node teleporting

MainCoreDestroyed

function MainCoreDestroyed (byte T)


NearGoal

function bool NearGoal (Controller C)

Overrides: UTTeamGame.NearGoal

returns whether the given game object-holding player was near an objective the game object can be scored at

ScoreDraw

function ScoreDraw ()


ScoreFlag

function ScoreFlag (Controller Scorer, UTOnslaughtFlag TheFlag)


ScoreObjective

function ScoreObjective (PlayerReplicationInfo Scorer, int Score)

Overrides: GameInfo.ScoreObjective


SetEndGameFocus

function SetEndGameFocus (PlayerReplicationInfo Winner)

Overrides: UTTeamGame.SetEndGameFocus


SetPowerCores

function SetPowerCores ()


ShouldPrioritizeNodeWithFlag

function bool ShouldPrioritizeNodeWithFlag (byte Team, byte EnemyTeam, bool bEnemyCanAttackCore, Controller Player)

returns whether a node with a flag at it should be prioritized for spawning members of Team

ShouldReset

function bool ShouldReset (Actor ActorToReset)

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

function ShowPathTo (PlayerController P, int TeamNum)

Overrides: UTTeamGame.ShowPathTo

displays the path to the given base for the given player

StartAllPlayers

function StartAllPlayers ()


StartBots

function StartBots ()

Overrides: GameInfo.StartBots


StartHumans

function StartHumans ()

Overrides: GameInfo.StartHumans


TeamHasOrbRunner

function bool TeamHasOrbRunner (Controller Player)


UpdateLinks

function UpdateLinks ()


UpdateNodePlayerCountRequirements

function UpdateNodePlayerCountRequirements (bool bAllowDuringGame)

update the state of nodes with player count requirements because the number of players in the game has changed

ViewObjective

function ViewObjective (PlayerController PC)

Overrides: UTGame.ViewObjective