Gah - a solution with more questions. – EntropicLqd
UE3:UTTeamGame (UT3)
Contents
- 1 Properties
- 1.1 bAllowNonTeamChat
- 1.2 bForceAllRed
- 1.3 bNoTeamChangePenalty
- 1.4 bPlayersBalanceTeams
- 1.5 bRebalanceAfterTravel
- 1.6 bRebalanceOnceAfterTravel
- 1.7 bScoreTeamKills
- 1.8 bScoreVictimsTarget
- 1.9 bSpawnInTeamArea
- 1.10 CustomTeamName
- 1.11 FlagKillMessageName
- 1.12 FriendlyFireScale
- 1.13 PendingTeamSwap
- 1.14 SwapRequestTime
- 1.15 TeamAIType
- 1.16 TeamFactions
- 1.17 TeammateBoost
- 1.18 Teams
- 1.19 TeamScoreMessageClass
- 1.20 Default values
- 2 Functions
- Package:
- UTGame
- Direct subclasses:
- UTEntryGame, UTCTFGame, UTDuelGame, UTOnslaughtGame, UTGreedGame
- This class in other games:
- UDK
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
bAllowNonTeamChat
Type: bool
Modifiers: config
bForceAllRed
Type: bool
for AI testing
bNoTeamChangePenalty
Type: bool
if true, no score penalty for changing teams
bPlayersBalanceTeams
Type: bool
Modifiers: globalconfig
Players balance teams
Default value: True
bRebalanceAfterTravel
Type: bool
Modifiers: globalconfig
Forces the teams to be rebalanced after seamless travel
bRebalanceOnceAfterTravel
Type: bool
Modifiers: globalconfig
As above, but used by the vote code when going from DM to team games
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
CustomTeamName
Type: string
Array size: 2
when specific pre-designed teams are specified on the URL
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
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 |
bShouldPostRenderEnemyPawns | False |
bTeamGame | True |
DefaultEnemyRosterClass | "UTGame.UTTeamInfo" |
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_ScoringSingle | "First team to frag 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' |
OnlineStatsWriteClass | Class'UTGame.UTLeaderboardWriteTDM' |
Functions
Exec functions
AddBlueBots
AddRedBots
Events
GetSeamlessTravelActorList
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
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
Overrides: UTGame.InitGame
PostLogin
Overrides: UTGame.PostLogin
PostSeamlessTravel
Overrides: UTGame.PostSeamlessTravel
called after a seamless level transition has been completed on the *new* GameInfo used to reinitialize players already in the game as they won't have *Login() called on them
PreBeginPlay
Overrides: GameInfo.PreBeginPlay