Gah - a solution with more questions. – EntropicLqd
UE3:UTTeamGame (UDK)
Contents
- 1 Properties
- 1.1 bAllowNonTeamChat
- 1.2 bForceAllRed
- 1.3 bPlayersBalanceTeams
- 1.4 bScoreTeamKills
- 1.5 bScoreVictimsTarget
- 1.6 bSpawnInTeamArea
- 1.7 FlagKillMessageName
- 1.8 FriendlyFireScale
- 1.9 PendingTeamSwap
- 1.10 SwapRequestTime
- 1.11 TeamAIType
- 1.12 TeamFactions
- 1.13 TeammateBoost
- 1.14 Teams
- 1.15 TeamScoreMessageClass
- 1.16 Default values
- 2 Functions
- Package:
- UTGame
- Direct subclasses:
- UTCTFGame, UTEntryGame
- This class in other games:
- UT3
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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]
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]
AddRedBots[edit]
Events[edit]
GetSeamlessTravelActorList[edit]
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]
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]
Overrides: UTGame.InitGame
PostLogin[edit]
Overrides: UTGame.PostLogin
PreBeginPlay[edit]
Overrides: GameInfo.PreBeginPlay