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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

bAllowNonTeamChat

Type: bool

Modifiers: config


bForceAllRed

Type: bool

for AI testing

bPlayersBalanceTeams

Type: bool

Modifiers: globalconfig

players balance teams

Default value: True

bScoreTeamKills

Type: bool


Default value: True

bScoreVictimsTarget

Type: bool

Should we check a victims target for bonuses

bSpawnInTeamArea

Type: bool

players spawn in marked team playerstarts

FlagKillMessageName

Type: name


Default value: 'Taunt'

FriendlyFireScale

Type: float

scale friendly fire damage by this value

PendingTeamSwap

Type: PlayerController

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

SwapRequestTime

Type: float


TeamAIType

Type: class<UTTeamAI>

Array size: 2


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

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

TeamFactions

Type: string

Array size: 2


TeammateBoost

Type: float


Default value: 0.3

Teams

Type: UTTeamInfo

Array size: 2


TeamScoreMessageClass

Type: class<LocalMessage>


Default values

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

Exec functions

AddBlueBots

exec function AddBlueBots (int Num)


AddRedBots

exec function AddRedBots (int Num)


Events

GetSeamlessTravelActorList

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

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

event InitGame (string Options, out string ErrorMessage)

Overrides: UTGame.InitGame


PostLogin

event PostLogin (PlayerController NewPlayer)

Overrides: UTGame.PostLogin


PreBeginPlay

event PreBeginPlay ()

Overrides: GameInfo.PreBeginPlay


Other instance functions

See UTTeamGame instance functions.