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UE3:UTTeamGame (UDK)

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UDK Object >> Actor >> Info >> GameInfo >> UTGame >> UTDeathmatch >> UTTeamGame
Package: 
UTGame
Direct subclasses:
UTCTFGame, UTEntryGame
This class in other games:
UT3


Properties[edit]

bAllowNonTeamChat[edit]

Type: bool

Modifiers: config


bForceAllRed[edit]

Type: bool

for AI testing

bPlayersBalanceTeams[edit]

Type: bool

Modifiers: globalconfig

players balance teams

Default value: True

bScoreTeamKills[edit]

Type: bool


Default value: True

bScoreVictimsTarget[edit]

Type: bool

Should we check a victims target for bonuses

bSpawnInTeamArea[edit]

Type: bool

players spawn in marked team playerstarts

FlagKillMessageName[edit]

Type: name


Default value: 'Taunt'

FriendlyFireScale[edit]

Type: float

scale friendly fire damage by this value

PendingTeamSwap[edit]

Type: PlayerController

If a player requests a team change, but team balancing prevents it, we allow a swap within a few seconds

SwapRequestTime[edit]

Type: float


TeamAIType[edit]

Type: class<UTTeamAI>

Array size: 2


Default value, index 0: Class'UTGame.UTTeamAI'

Default value, index 1: Class'UTGame.UTTeamAI'

TeamFactions[edit]

Type: string

Array size: 2


TeammateBoost[edit]

Type: float


Default value: 0.3

Teams[edit]

Type: UTTeamInfo

Array size: 2


TeamScoreMessageClass[edit]

Type: class<LocalMessage>


Default values[edit]

Property Value
Acronym "TDM"
bIgnoreTeamForVoiceChat False
bMustHaveMultiplePlayers True
bTeamGame True
Description "Two teams duke it out in a quest for battlefield supremacy. The team with the most total frags wins."
EndOfMatchRulesTemplateStr_Scoring "First team to frag `g times wins"
EndOfMatchRulesTemplateStr_Time "Team with most frags in `t mins. wins"
GameName "Team DeathMatch"
GoalScore 60
HUDType Class'UTGame.UTTeamHUD'
MidgameScorePanelTag 'TDMPanel'
OnlineGameSettingsClass Class'UTGame.UTGameSettingsTDM'

Functions[edit]

Exec functions[edit]

AddBlueBots[edit]

exec function AddBlueBots (int Num)


AddRedBots[edit]

exec function AddRedBots (int Num)


Events[edit]

GetSeamlessTravelActorList[edit]

event GetSeamlessTravelActorList (bool bToEntry, out array<ActorActorList)

Overrides: UTGame.GetSeamlessTravelActorList

(Description copied from GameInfo.GetSeamlessTravelActorList)
called on server during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all autmoatically moved regardless of whether they're included here only dynamic (!bStatic and !bNoDelete) actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)

Parameters:

  • bToEntry - true if we are going from old level -> entry, false if we are going from entry -> new level
  • ActorList - out) list of actors to maintain

See: also PlayerController::GetSeamlessTravelActorList() (the function that's called on clients)

HandleSeamlessTravelPlayer[edit]

event HandleSeamlessTravelPlayer (out Controller C)

Overrides: UTGame.HandleSeamlessTravelPlayer

(Description copied from GameInfo.HandleSeamlessTravelPlayer)
handles reinitializing players that remained through a seamless level transition called from C++ for players that finished loading after the server

Parameters:

  • C - the Controller to handle

InitGame[edit]

event InitGame (string Options, out string ErrorMessage)

Overrides: UTGame.InitGame


PostLogin[edit]

event PostLogin (PlayerController NewPlayer)

Overrides: UTGame.PostLogin


PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: GameInfo.PreBeginPlay


Other instance functions[edit]

See UTTeamGame instance functions.