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UTGame.UTGame

Extends
GameInfo
Modifiers
config ( Game ) abstract native

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.GameInfo
         |   
         +-- UTGame.UTGame

Direct Known Subclasses:

UTDeathmatch

Variables Summary
stringAcronym
array<ActiveBotInfo>ActiveBots
floatAdjustedDifficulty
boolbAdminModifiedOptions
boolbAllowHoverboard
boolbAllowKeyboardAndMouse
boolbAllowMapVoting
boolbAllowTranslocator
boolbAutoNumBots
boolbBadSinglePlayerBotNames
boolbConsoleServer
boolbCustomBots
boolbDemoMode
UTProj_TransDiscBeaconList
boolbExportMenuData
boolbExtraHealth
boolbFinalStartup
boolbFirstBlood
boolbForceMidGameMenuAtStart
boolbForceRespawn
boolbHeavyArmor
boolbIgnoreTeamForVoiceChat
boolbMidGameHasMap
boolbMustHaveMultiplePlayers
boolbMustJoinBeforeStart
boolbNecrisLocked
boolbNoCustomCharacters
class<UTBot>BotClass
floatBotRatio
boolbOverTimeBroadcast
boolbPlayedFiveKills
boolbPlayedOneKill
boolbPlayedTenKills
boolbPlayerBecameActive
boolbPlayersMustBeReady
boolbPlayersVsBots
boolbQuickStart
boolbScoreDeaths
boolbSkipPlaySound
boolbSoaking
boolbStartedCountDown
boolbTeamScoreRounds
boolbTempForceRespawn
boolbUndrivenVehicleDamage
boolbWaitForNetPlayers
boolbWarmupRound
boolbWeaponStay
intClientProcessingTimeout
class<PlayerController>ConsolePlayerControllerClass
intCountDown
array<GameTypePrefix>CustomMapPrefixes
stringDefaultEnemyRosterClass
array<class<Inventory>>DefaultInventory
array<GameTypePrefix>DefaultMapPrefixes
intDefaultMaxLives
stringDemoPrefix
stringDescription
intDesiredPlayerCount
actorEndGameFocus
intEndMessageCounter
intEndMessageWait
stringEndOfMatchRulesTemplateStr_Scoring
stringEndOfMatchRulesTemplateStr_Time
floatEndTime
floatEndTimeDelay
UTTeamInfoEnemyRoster
stringEnemyRosterName
array<GameMapCycle>GameSpecificMapCycles
stringGameUMenuType
floatLastEncouragementTime
floatLastManDownTime
NavigationPointLastPlayerStartSpot
NavigationPointLastStartSpot
intLateEntryLives
intMapCycleIndex
array<string>MapPrefixes
UTUISceneMidGameMenuTemplate
nameMidgameScorePanelTag
intMinNetPlayers
intNetWait
intNumDivertedOpponents
intPendingMatchElapsedTime
intPlayerDeaths
intPlayerKills
intRestartWait
stringRulesMenuType
NavigationPointScriptedStartSpot
intServerSkillLevel
intSinglePlayerMissionID
PawnSniper
floatSpawnProtectionTime
SpeechRecognitionSpeechRecognitionData
byteStartupStage
class<Inventory>TranslocatorClass
UTVehicleVehicleList
class<UTVictoryMessage>VictoryMessageClass
UTVoteCollectorVoteCollector
intVoteDuration
intWarmupRemaining
intWarmupTime
byteWeaponTauntUsed[20]
UTGame
intMaxCustomChars
intResetCountDown
intResetTimeDelay
Inherited Variables from Engine.GameInfo
AccessControl, AccessControlClass, ArbitrationHandshakeTimeout, ArbitrationPCs, AutomatedPerfRemainingTime, bAdminCanPause, bAlreadyChanged, BaseMutator, bAutoContinueToNextRound, bAutomatedPerfTesting, bChangeLevels, bCheckingForFragmentation, bCheckingForMemLeaks, bDelayedStart, bDoFearCostFallOff, bDoingAFlyThrough, bFixedPlayerStart, bGameEnded, bGameRestarted, bHasArbitratedHandshakeBegun, bHasEndGameHandshakeBegun, bHasNetworkError, bIsEndGameHandshakeComplete, bKickLiveIdlers, bLevelChange, bLoggingGame, bNeedsEndGameHandshake, bOverTime, bPauseable, bRequiresPushToTalk, bRestartLevel, BroadcastHandler, BroadcastHandlerClass, bTeamGame, BugLocString, BugRotString, bUseSeamlessTravel, bUsingArbitration, bWaitingToStartMatch, CoverReplicatorBase, CurrentID, DeathMessageClass, DefaultPawnClass, DefaultPlayerName, DialogueManager, DialogueManagerClass, FearCostFallOff, GameDifficulty, GameInterface, GameMessageClass, GameName, GameReplicationInfo, GameReplicationInfoClass, GameRulesModifiers, GameSettings, GameSpeed, GoalScore, GoreLevel, HUDType, InactivePRIArray, MaxIdleTime, MaxLives, MaxPlayers, MaxPlayersAllowed, MaxSpectators, MaxSpectatorsAllowed, MaxTimeMargin, MinTimeMargin, NumBots, NumPlayers, NumSpectators, NumTravellingPlayers, OnlineGameSettingsClass, OnlineStatsWriteClass, OnlineSub, Pausers, PendingArbitrationPCs, PlayerControllerClass, PlayerReplicationInfoClass, ScoreBoardType, ServerOptions, TimeLimit, TimeMarginSlack

Enumerations Summary
EVoiceChannel
VC_Spectators, VC_Team1, VC_Team2

Structures Summary
ActiveBotInfo
BotName, bInUse
GameMapCycle
GameClassName, Maps
GameTypePrefix
Prefix, GameType, AdditionalGameTypes
Inherited Structures from Engine.Info
KeyValuePair, PlayerResponseLine, ServerResponseLine

Functions Summary
function ActivateVehicleFactory (UTVehicleFactory VF))
functionUTBot AddBot (optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex))
function AddBots (int Num))
function AddDefaultInventory (pawn PlayerPawn ))
function AddInitialBots ()))
function AddMutator (string mutname, optional bool bUserAdded))
functionUTBot AddNamedBot (string BotName, optional bool bUseTeamIndex, optional int TeamIndex))
function AdjustSkill (AIController B, PlayerController P, bool bWinner))
functionbool AllowBecomeActivePlayer (PlayerController P))
functionbool AllowCheats (PlayerController P))
functionbool AllowClientToTeleport (UTPlayerReplicationInfo ClientPRI, Actor DestinationActor))
functionbool AllowMutator (string MutatorClassName ))
function AssignHoverboard (UTPawn P))
functionbool AtCapacity (bool bSpectator))
functionbool BecomeSpectator (PlayerController P))
function BeginState (Name PreviousStateName))
MatchInProgress
function BeginState (Name PreviousStateName))
MatchOver
function BeginState (Name PreviousStateName))
PendingMatch
event BeginState (name PreviousStateName))
RoundOver
function BroadcastDeathMessage (Controller Killer, Controller Other, class<DamageType> DamageType))
function CampaignSkillAdjust (UTBot aBot))
functionbool CanDisableObjective (UTGameObjective GO ))
functionbool CanSpectate (PlayerController Viewer, PlayerReplicationInfo ViewTarget ))
function ChangeName (Controller Other, string S, bool bNameChange))
functionbool ChangeTeam (Controller Other, int Num, bool bNewTeam))
MatchInProgress
functionbool ChangeTeam (Controller Other, int num, bool bNewTeam))
MatchOver
functionbool ChangeTeam (Controller Other, int Num, bool bNewTeam))
RoundOver
functionbool CheckEndGame (PlayerReplicationInfo Winner, string Reason))
function CheckLives ()
PendingMatch
functionbool CheckMaxLives (PlayerReplicationInfo Scorer))
functionbool CheckScore (PlayerReplicationInfo Scorer))
functionbool CheckScore (PlayerReplicationInfo Scorer)
PendingMatch
functionPlayerStart ChoosePlayerStart (Controller Player, optional byte InTeam ))
function ContinueSeamlessTravel ()))
functionstring DecodeEvent (name EventType, int TeamNo, string InstigatorName, string AdditionalName, class<object> AdditionalObj))
function DiscardInventory (Pawn Other, optional controller Killer ))
function DoMapVote ()))
functionbool DominatingVictory ()))
function DriverEnteredVehicle (Vehicle V, Pawn P))
function DriverLeftVehicle (Vehicle V, Pawn P))
function EndGame (PlayerReplicationInfo Winner, string Reason ))
function EndRound (Actor EndRoundFocus))
function EndSpree (UTPlayerReplicationInfo Killer, UTPlayerReplicationInfo Other))
function EndState (Name NextStateName))
PendingMatch
function FindNewObjectives (UTGameObjective DisabledObjective)
functionNavigationPoint FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName))
functionbool ForceRespawn ()))
functionActor GetAutoObjectiveFor (UTPlayerController PC)
functionUTMutator GetBaseUTMutator ()))
eventstring GetBeaconText ()))
functionUTTeamInfo GetBotTeam (optional int TeamBots, ptional bool bUseTeamIndex, ptional int TeamIndex))
functionint GetCurrentMapCycleIndex (const out array<string> MapList))
functionstring GetEndGameConditionRule ()))
functionstring GetEndOfMatchRules (int InGoalScore, int InTimeLimit))
functionint GetHandicapNeed (Pawn Other))
functionbool GetLocationFor (Pawn StatusPawn, out Actor LocationObject, out int MessageIndex, int LocationSpeechOffset))
functionstring GetMapTypeRule ()))
functionstring GetNextMap ()))
functionbool GetSinglePlayerResult ()))
functionbool GetTravelType ()))
event HandleSeamlessTravelPlayer (out Controller C))
event InitGame (string Options, out string ErrorMessage ))
function InitGameReplicationInfo ()))
function InitializeBot (UTBot NewBot, UTTeamInfo BotTeam, const out CharacterInfo BotInfo))
functionbool InitialProcessingIsComplete ()))
functionbool IsAWinner (PlayerController C))
functionbool IsPureGame ()
functionbool JustStarted (float MaxElapsedTime))
function KillBot (UTBot B))
function KillBots ()))
function Killed (Controller Killer, Controller KilledPlayer, Pawn KilledPawn, class damageType ))
functionint LevelRecommendedPlayers ()))
eventPlayerController Login (string Portal, string Options, out string ErrorMessage ))
function Logout (controller Exiting))
functionbool MatchIsInProgress ()))
functionbool MatchIsInProgress ()))
MatchInProgress
functionbool NeedPlayers ()))
functionbool NeedPlayers ()))
MatchOver
function NotifyNavigationChanged (NavigationPoint N))
function NotifySpree (UTPlayerReplicationInfo Other, int num))
function ObjectiveDisabled (UTGameObjective DisabledObjective)
functionint OrderToIndex (int Order))
functionbool PickupQuery (Pawn Other, class<Inventory> ItemClass, Actor Pickup))
function PlayEndOfMatchMessage ()))
function PlayRegularEndOfMatchMessage ()))
function PlayStartupMessage ()))
function PostBeginPlay ()))
event PostLogin (playercontroller NewPlayer ))
event PostLogin (PlayerController NewPlayer))
MatchOver
function ProcessServerTravel (string URL, optional bool bAbsolute))
function ProcessSpeechRecognition (UTPlayerController Speaker, const out array<SpeechRecognizedWord> Words))
functionfloat RatePlayerStart (PlayerStart P, byte Team, Controller Player))
function ReduceDamage (out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class DamageType ))
function ReduceDamage (out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class DamageType ))
MatchOver
function RegisterVehicle (UTVehicle V))
function RemovePlayerFromMuteLists (UTPlayerController PC ))
function Reset ()))
function ResetAllPlayerMuteListsToSpectatorChannel ()))
function ResetLevel ()))
MatchOver
function ResetLevel ()))
RoundOver
function RestartGame ()))
function RestartPlayer (Controller aPlayer))
function RestartPlayer (Controller aPlayer))
MatchOver
function RestartPlayer (Controller aPlayer))
PendingMatch
function ScoreFlag (Controller Scorer, UTCTFFlag theFlag)
PendingMatch
function ScoreKill (Controller Killer, Controller Other))
function ScoreKill (Controller Killer, Controller Other))
MatchOver
function ScoreKill (Controller Killer, Controller Other)
PendingMatch
function SetAlias (Controller Other, string NewAlias))
function SetEndGameFocus (PlayerReplicationInfo Winner))
function SetGameSpeed (Float T ))
eventclass<GameInfoSetGameType (string MapName, string Options))
functionbool SetPause (PlayerController PC, optional delegate<CanUnpause> CanUnpauseDelegate))
function SetupPlayerMuteList (UTPlayerController PC, bool bForceSpectatorChannel ))
functionbool ShouldRespawn (PickupFactory Other))
function ShowPathTo (PlayerController P, int TeamNum)
functionUTBot SinglePlayerAddBot (optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex))
function SkipCinematics (PlayerController PC))
functionbool SkipPlaySound ()))
function SortPlayerScores (out array<OnlinePlayerScore> PlayerScores)
functionUTBot SpawnBot (optional string botName, ptional bool bUseTeamIndex, optional int TeamIndex))
functionfloat SpawnWait (AIController B))
function StartMatch ()))
function Timer ()))
MatchInProgress
function Timer ()))
MatchOver
function Timer ()))
PendingMatch
event Timer ()))
RoundOver
functionbool TooManyBots (Controller botToRemove))
function TrackMemoryFunctor ()))
function UpdateGameplayMuteList (PlayerController PC ))
function UpdateGameSettings ()))
function UpdateGameSettingsCounts ()))
function ViewObjective (PlayerController PC))
functionbool WantFastSpawnFor (AIController B))
function WriteOnlinePlayerScores ()))
Inherited Functions from Engine.GameInfo
AcceptInventory, AddDefaultInventory, AddGameRules, AddInactivePRI, AddMutator, AddObjectiveScore, AllowCheats, AllowMutator, ArbitrationRegistrationComplete, ArbitrationTimeout, AtCapacity, Broadcast, BroadcastDeathMessage, BroadcastLocalized, BroadcastLocalizedTeam, BroadcastTeam, CanLeaveVehicle, CanSpectate, ChangeName, ChangeTeam, CheckEndGame, CheckModifiedEndGame, CheckRelevance, CheckScore, ChoosePlayerStart, ClearAutoLoginDelegates, ClearPause, DebugPause, DiscardInventory, DoNavFearCostFallOff, DriverEnteredVehicle, DriverLeftVehicle, EndGame, EndState, FindInactivePRI, FindPlayerByID, FindPlayerStart, GameEnding, GetBeaconText, GetCoverReplicator, GetDefaultPlayerClass, GetIntOption, GetKeyValue, GetNetworkNumber, GetNextMap, GetNumPlayers, GetSeamlessTravelActorList, GetServerPort, GetTravelType, GrabOption, HandleSeamlessTravelPlayer, HasOption, InitGame, InitGameReplicationInfo, Kick, KickBan, KickIdler, KillBots, Killed, Login, Logout, MatchIsInProgress, MatineeCancelled, ModifyScoreKill, Mutate, NotifyArbitratedMatchEnd, NotifyKilled, NotifyNavigationChanged, OnConnectionStatusChange, OnLoginChange, OnLoginFailed, OnServerCreateComplete, OnStartOnlineGameComplete, OverridePRI, ParseKillMessage, ParseMessageString, ParseOption, PickTeam, PickupQuery, PlayerCanRestart, PlayerCanRestartGame, PostBeginPlay, PostCommitMapChange, PostLogin, PostSeamlessTravel, PreBeginPlay, PreCommitMapChange, PreExit, PreLogin, PreventDeath, ProcessClientDataWriteCompletion, ProcessClientRegistrationCompletion, ProcessEndGameHandshake, ProcessServerLogin, ProcessServerTravel, RatePlayerStart, RecalculateSkillRating, ReduceDamage, RegisterServer, RegisterServerForArbitration, RemoveMutator, ReplicateStreamingStatus, RequiresPassword, Reset, ResetLevel, RestartGame, RestartPlayer, ScoreKill, ScoreObjective, SendPlayer, ServerWriteArbitrationEndGameData, SetGameSpeed, SetGameType, SetPause, SetPlayerDefaults, ShouldReset, ShouldRespawn, ShouldSpawnAtStartSpot, SpawnDefaultPawnFor, StartArbitratedMatch, StartArbitrationRegistration, StartBots, StartHumans, StartMatch, StartOnlineGame, SwapPlayerControllers, Timer, UpdateGameplayMuteList, UpdateGameSettings, UpdateGameSettingsCounts, UseLowGore, WriteOnlinePlayerScores, WriteOnlineStats

States Summary
MatchInProgress Source code
state MatchInProgress
BeginState, ChangeTeam, MatchIsInProgress, Timer
MatchOver Source code
state MatchOver
BeginState, ChangeTeam, NeedPlayers, PostLogin, ReduceDamage, ResetLevel, RestartPlayer, ScoreKill, Timer
PendingMatch Source code
auto state PendingMatch
BeginState, CheckLives, CheckScore, EndState, RestartPlayer, ScoreFlag, ScoreKill, Timer
RoundOver Source code
state RoundOver extends MatchOver
BeginState, ChangeTeam, ResetLevel, Timer


Variables Detail

Acronym Source code

var string Acronym;

ActiveBots Source code

var globalconfig array<ActiveBotInfo> ActiveBots;

AdjustedDifficulty Source code

var float AdjustedDifficulty;

bAdminModifiedOptions Source code

var bool bAdminModifiedOptions;
set when admin modified options via UTPlayerController::ServerAdminChangeOption()

bAllowHoverboard Source code

var bool bAllowHoverboard;

bAllowKeyboardAndMouse Source code

var bool bAllowKeyboardAndMouse;
This being false implies that only gamepads are valid for input type. This is not 100% precise as you could have a keyboard + gamepad which could be valid if we wanted to allow typing but no movement.

bAllowMapVoting Source code

var config bool bAllowMapVoting;
If true, users will be presented with a map list to move on at the end of the round

bAllowTranslocator Source code

var bool bAllowTranslocator;

bAutoNumBots Source code

var bool bAutoNumBots;

bBadSinglePlayerBotNames Source code

var bool bBadSinglePlayerBotNames;
@debug: used to draw HUD message so it's easy to tell when bots are set up incorrectly in SP missions

bConsoleServer Source code

var bool bConsoleServer;
Prefix characters for names of maps for this game type

bCustomBots Source code

var bool bCustomBots;

bDemoMode Source code

var bool bDemoMode;

BeaconList Source code

var UTProj_TransDisc BeaconList;

bExportMenuData Source code

var bool bExportMenuData;
if set, when this class is compiled, a menu entry for it will be automatically added/updated in its package.ini file (abstract classes are skipped even if this flag is set)

bExtraHealth Source code

var bool bExtraHealth;
Used during the campaign to give player team a health bonuse

bFinalStartup Source code

var bool bFinalStartup;

bFirstBlood Source code

var bool bFirstBlood;

bForceMidGameMenuAtStart Source code

var config bool bForceMidGameMenuAtStart;

bForceRespawn Source code

var globalconfig bool bForceRespawn;

bHeavyArmor Source code

var bool bHeavyArmor;
Used during the campaign to give player team an armor bonus

bIgnoreTeamForVoiceChat Source code

var bool bIgnoreTeamForVoiceChat;
When enabled, allows players on different teams to voice chat with each other. (Used for Duel games) Note

bMidGameHasMap Source code

var bool bMidGameHasMap;

bMustHaveMultiplePlayers Source code

var bool bMustHaveMultiplePlayers;

bMustJoinBeforeStart Source code

var bool bMustJoinBeforeStart;

bNecrisLocked Source code

var bool bNecrisLocked;
Used during the campaign to keep player team from using necris vehicles (until they get the magic key)

bNoCustomCharacters Source code

var bool bNoCustomCharacters;

BotClass Source code

var class<UTBot> BotClass;
class used for AI bots

BotRatio Source code

var globalconfig float BotRatio;

bOverTimeBroadcast Source code

var bool bOverTimeBroadcast;

bPlayedFiveKills Source code

var bool bPlayedFiveKills;

bPlayedOneKill Source code

var bool bPlayedOneKill;

bPlayedTenKills Source code

var bool bPlayedTenKills;
Flag whether "X kills remain" has been played yet

bPlayerBecameActive Source code

var bool bPlayerBecameActive;

bPlayersMustBeReady Source code

var globalconfig bool bPlayersMustBeReady;

bPlayersVsBots Source code

var bool bPlayersVsBots;

bQuickStart Source code

var bool bQuickStart;

bScoreDeaths Source code

var bool bScoreDeaths;
Whether scoring is based on enemy deaths

bSkipPlaySound Source code

var bool bSkipPlaySound;

bSoaking Source code

var bool bSoaking;

bStartedCountDown Source code

var bool bStartedCountDown;

bTeamScoreRounds Source code

var bool bTeamScoreRounds;

bTempForceRespawn Source code

var bool bTempForceRespawn;
Force dead players to respawn immediately if true (configurable)

bUndrivenVehicleDamage Source code

var bool bUndrivenVehicleDamage;
whether not yet driven vehicles can take damage

bWaitForNetPlayers Source code

var globalconfig bool bWaitForNetPlayers;
Temporary (used in game) version of bForceRespawn

bWarmupRound Source code

var config bool bWarmupRound;

bWeaponStay Source code

var bool bWeaponStay;

ClientProcessingTimeout Source code

var config int ClientProcessingTimeout;
how long we wait for clients to perform initial processing at the start of the game (UTPlayerController::bInitialProcessingComplete)

ConsolePlayerControllerClass Source code

var class<PlayerController> ConsolePlayerControllerClass;
PlayerController class to use on consoles

CountDown Source code

var int CountDown;

CustomMapPrefixes Source code

var globalconfig array<GameTypePrefix> CustomMapPrefixes;
Used for loading appropriate game type if non-specified in URL

DefaultEnemyRosterClass Source code

var string DefaultEnemyRosterClass;

DefaultInventory Source code

var array<class<Inventory>> DefaultInventory;
Default inventory added via AddDefaultInventory()

DefaultMapPrefixes Source code

var array<GameTypePrefix> DefaultMapPrefixes;

DefaultMaxLives Source code

var int DefaultMaxLives;

DemoPrefix Source code

var string DemoPrefix;
prefix of filename to record a demo to - a number is added on to get a unique filename (empty string means don't record)

Description Source code

var localized string Description;

DesiredPlayerCount Source code

var int DesiredPlayerCount;

EndGameFocus Source code

var actor EndGameFocus;

EndMessageCounter Source code

var transient int EndMessageCounter;

EndMessageWait Source code

var int EndMessageWait;

EndOfMatchRulesTemplateStr_Scoring Source code

var localized string EndOfMatchRulesTemplateStr_Scoring;

EndOfMatchRulesTemplateStr_Time Source code

var localized string EndOfMatchRulesTemplateStr_Time;

EndTime Source code

var float EndTime;

EndTimeDelay Source code

var globalconfig float EndTimeDelay;

EnemyRoster Source code

var UTTeamInfo EnemyRoster;

EnemyRosterName Source code

var string EnemyRosterName;

GameSpecificMapCycles Source code

var globalconfig array<GameMapCycle> GameSpecificMapCycles;

GameUMenuType Source code

var string GameUMenuType;

LastEncouragementTime Source code

var float LastEncouragementTime;
Last time bot yelled encouragement to player

LastManDownTime Source code

var float LastManDownTime;
Last time bot yelled mandown to player

LastPlayerStartSpot Source code

var NavigationPoint LastPlayerStartSpot;

LastStartSpot Source code

var NavigationPoint LastStartSpot;

LateEntryLives Source code

var config int LateEntryLives;

MapCycleIndex Source code

var globalconfig int MapCycleIndex;
index of current map in the cycle

MapPrefixes Source code

var array<string> MapPrefixes;
Used for loading appropriate game type if non-specified in URL

MidGameMenuTemplate Source code

var UTUIScene MidGameMenuTemplate;

MidgameScorePanelTag Source code

var name MidgameScorePanelTag;

MinNetPlayers Source code

var globalconfig int MinNetPlayers;

NetWait Source code

var config int NetWait;

NumDivertedOpponents Source code

var int NumDivertedOpponents;
for single player when "Tactical Diversion" card is used - skip adding this many Kismet spawned bots

PendingMatchElapsedTime Source code

var int PendingMatchElapsedTime;

PlayerDeaths Source code

var int PlayerDeaths;

PlayerKills Source code

var int PlayerKills;

RestartWait Source code

var globalconfig int RestartWait;

RulesMenuType Source code

var string RulesMenuType;

ScriptedStartSpot Source code

var NavigationPoint ScriptedStartSpot;
forces the spawn location for the next player spawned

ServerSkillLevel Source code

var globalconfig int ServerSkillLevel;

SinglePlayerMissionID Source code

var int SinglePlayerMissionID;
Used by the single player game

Sniper Source code

var Pawn Sniper;
Current sniper

SpawnProtectionTime Source code

var float SpawnProtectionTime;

SpeechRecognitionData Source code

var SpeechRecognition SpeechRecognitionData;
object containing speech recognition data to use for this gametype

StartupStage Source code

var byte StartupStage;

TranslocatorClass Source code

var class<Inventory> TranslocatorClass;
class to add to default inventory when translocator is enabled (translocator can't be enabled unless this has a value)

VehicleList Source code

var UTVehicle VehicleList;

VictoryMessageClass Source code

var class<UTVictoryMessage> VictoryMessageClass;

VoteCollector Source code

var UTVoteCollector VoteCollector;
The object that manages voting

VoteDuration Source code

var config int VoteDuration;
How long the voting will take MAX.

WarmupRemaining Source code

var int WarmupRemaining;

WarmupTime Source code

var config int WarmupTime;

WeaponTauntUsed[20] Source code

var byte WeaponTauntUsed[20];
weapon specific Taunt management (keep them from being used multiple times per round)

UTGame

MaxCustomChars Source code

var(UTGame) config int MaxCustomChars;
Maximum number of custom char meshes allowed.

ResetCountDown Source code

var(UTGame) int ResetCountDown;

ResetTimeDelay Source code

var(UTGame) config int ResetTimeDelay;


Enumerations Detail

EVoiceChannel Source code

enum EVoiceChannel
{
VC_Spectators, VC_Team1, VC_Team2
};
Voice channels used by these game types


Structures Detail

ActiveBotInfo Source code

struct ActiveBotInfo
{
var bool bInUse;
var string BotName;
};
Array of active bot names.
bInUse:
whether the bot is currently in the game
BotName:
name of character

GameMapCycle Source code

struct GameMapCycle
{
var name GameClassName;
var array<string> Maps;
};
Game Map Cycles, there is a map cycle per game mode

GameTypePrefix Source code

struct GameTypePrefix
{
var array<string> AdditionalGameTypes;
var string GameType;
var string Prefix;
};

AdditionalGameTypes:
additional gametypes supported by this map prefix via the URL (used for cooking)
GameType:
gametype used if none specified on the URL
Prefix:
map prefix, e.g. "DM"


Functions Detail

ActivateVehicleFactory Source code

function ActivateVehicleFactory ( UTVehicleFactory VF) )
ActivateVehicleFactory() Called by UTVehicleFactory in its PostBeginPlay()

AddBot Source code

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

AddBots Source code

exec function AddBots ( int Num) )

AddDefaultInventory Source code

function AddDefaultInventory ( pawn PlayerPawn ) )

AddInitialBots Source code

function AddInitialBots ( ) )

AddMutator Source code

function AddMutator ( string mutname, optional bool bUserAdded) )

AddNamedBot Source code

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

AdjustSkill Source code

function AdjustSkill ( AIController B, PlayerController P, bool bWinner) )

AllowBecomeActivePlayer Source code

function bool AllowBecomeActivePlayer ( PlayerController P) )

AllowCheats Source code

function bool AllowCheats ( PlayerController P) )
AllowCheats - Allow cheating in single player games and coop games.

AllowClientToTeleport Source code

function bool AllowClientToTeleport ( UTPlayerReplicationInfo ClientPRI, Actor DestinationActor) )
This function allows the server to override any requested teleport attempts from a client
@returns returns true if the teleport is allowed

AllowMutator Source code

static function bool AllowMutator ( string MutatorClassName ) )

AssignHoverboard Source code

function AssignHoverboard ( UTPawn P) )

AtCapacity Source code

function bool AtCapacity ( bool bSpectator) )

BecomeSpectator Source code

function bool BecomeSpectator ( PlayerController P) )

BeginState MatchInProgress Source code

function BeginState ( Name PreviousStateName) )

BeginState MatchOver Source code

function BeginState ( Name PreviousStateName) )

BeginState PendingMatch Source code

function BeginState ( Name PreviousStateName) )

BeginState RoundOver Source code

event BeginState ( name PreviousStateName) )

BroadcastDeathMessage Source code

function BroadcastDeathMessage ( Controller Killer, Controller Other, class<DamageType> DamageType) )

CampaignSkillAdjust Source code

function CampaignSkillAdjust ( UTBot aBot) )
Called to adjust skill when bot respawns

CanDisableObjective Source code

function bool CanDisableObjective ( UTGameObjective GO ) )

CanSpectate Source code

function bool CanSpectate ( PlayerController Viewer, PlayerReplicationInfo ViewTarget ) )

ChangeName Source code

function ChangeName ( Controller Other, string S, bool bNameChange) )

ChangeTeam MatchInProgress Source code

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

ChangeTeam MatchOver Source code

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

ChangeTeam RoundOver Source code

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

CheckEndGame Source code

function bool CheckEndGame ( PlayerReplicationInfo Winner, string Reason) )

CheckLives PendingMatch Source code

function CheckLives ( )

CheckMaxLives Source code

function bool CheckMaxLives ( PlayerReplicationInfo Scorer) )

CheckScore Source code

function bool CheckScore ( PlayerReplicationInfo Scorer) )

CheckScore PendingMatch Source code

function bool CheckScore ( PlayerReplicationInfo Scorer )

ChoosePlayerStart Source code

function PlayerStart ChoosePlayerStart ( Controller Player, optional byte InTeam ) )
ChoosePlayerStart() Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart().
@param Player is the controller for whom we are choosing a playerstart
@param InTeam specifies the Player's team (if the player hasn't joined a team yet)
@returns NavigationPoint chosen as player start (usually a PlayerStart)

ContinueSeamlessTravel Source code

function ContinueSeamlessTravel ( ) )

DecodeEvent Source code

function string DecodeEvent ( name EventType, int TeamNo, string InstigatorName, string AdditionalName, class<object> AdditionalObj) )

DiscardInventory Source code

function DiscardInventory ( Pawn Other, optional controller Killer ) )

DoMapVote Source code

function DoMapVote ( ) )

DominatingVictory Source code

function bool DominatingVictory ( ) )

DriverEnteredVehicle Source code

function DriverEnteredVehicle ( Vehicle V, Pawn P) )

DriverLeftVehicle Source code

function DriverLeftVehicle ( Vehicle V, Pawn P) )

EndGame Source code

function EndGame ( PlayerReplicationInfo Winner, string Reason ) )

EndRound Source code

function EndRound ( Actor EndRoundFocus) )
ends the current round; sends the game into state RoundOver and sets the ViewTarget for all players to be the given actor

EndSpree Source code

function EndSpree ( UTPlayerReplicationInfo Killer, UTPlayerReplicationInfo Other) )

EndState PendingMatch Source code

function EndState ( Name NextStateName) )

FindNewObjectives Source code

function FindNewObjectives ( UTGameObjective DisabledObjective )
re-evaluate objectives for players because the specified one has been changed/completed

FindPlayerStart Source code

function NavigationPoint FindPlayerStart ( Controller Player, optional byte InTeam, optional string incomingName) )
FindPlayerStart() Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart().
@param Player is the controller for whom we are choosing a playerstart
@param InTeam specifies the Player's team (if the player hasn't joined a team yet)
@param IncomingName specifies the tag of a teleporter to use as the Playerstart
@returns NavigationPoint chosen as player start (usually a PlayerStart)

ForceRespawn Source code

function bool ForceRespawn ( ) )
ForceRespawn() returns true if dead players should respawn immediately

GetAutoObjectiveFor Source code

function Actor GetAutoObjectiveFor ( UTPlayerController PC )

@return an objective that should be recommended to the given player based on their auto objective settings and the current game state

GetBaseUTMutator Source code

function UTMutator GetBaseUTMutator ( ) )

@return the first mutator in the mutator list that's a UTMutator

GetBeaconText Source code

event string GetBeaconText ( ) )

GetBotTeam Source code

function UTTeamInfo GetBotTeam ( optional int TeamBots,optional bool bUseTeamIndex,optional int TeamIndex) )

GetCurrentMapCycleIndex Source code

function int GetCurrentMapCycleIndex ( const out array<string> MapList) )

@return the index of the current map in the given list (used when starting up a server to start counting at the current map)

GetEndGameConditionRule Source code

function string GetEndGameConditionRule ( ) )

GetEndOfMatchRules Source code

static function string GetEndOfMatchRules ( int InGoalScore, int InTimeLimit) )
@Returns a string that describes how to win the match

GetHandicapNeed Source code

function int GetHandicapNeed ( Pawn Other) )
return a value based on how much this pawn needs help

GetLocationFor Source code

function bool GetLocationFor ( Pawn StatusPawn, out Actor LocationObject, out int MessageIndex, int LocationSpeechOffset) )
Returns through outparameters what location message to play Returns true if it returned message information

GetMapTypeRule Source code

function string GetMapTypeRule ( ) )

GetNextMap Source code

function string GetNextMap ( ) )
Returns the next map to play. If we are in story mode, we need to go back to the map selection menu

GetSinglePlayerResult Source code

function bool GetSinglePlayerResult ( ) )
@Retuns the results of the match.

GetTravelType Source code

function bool GetTravelType ( ) )

HandleSeamlessTravelPlayer Source code

event HandleSeamlessTravelPlayer ( out Controller C) )

InitGame Source code

event InitGame ( string Options, out string ErrorMessage ) )

InitGameReplicationInfo Source code

function InitGameReplicationInfo ( ) )

InitializeBot Source code

function InitializeBot ( UTBot NewBot, UTTeamInfo BotTeam, const out CharacterInfo BotInfo) )

InitialProcessingIsComplete Source code

function bool InitialProcessingIsComplete ( ) )

IsAWinner Source code

function bool IsAWinner ( PlayerController C) )

IsPureGame Source code

final native function bool IsPureGame ( )
returns whether this game should be considered "pure"

JustStarted Source code

function bool JustStarted ( float MaxElapsedTime) )

KillBot Source code

function KillBot ( UTBot B) )

KillBots Source code

exec function KillBots ( ) )

Killed Source code

function Killed ( Controller Killer, Controller KilledPlayer, Pawn KilledPawn, class<DamageType> damageType ) )

LevelRecommendedPlayers Source code

function int LevelRecommendedPlayers ( ) )

Login Source code

event PlayerController Login ( string Portal, string Options, out string ErrorMessage ) )

Logout Source code

function Logout ( controller Exiting) )

MatchIsInProgress Source code

function bool MatchIsInProgress ( ) )

MatchIsInProgress MatchInProgress Source code

function bool MatchIsInProgress ( ) )

NeedPlayers Source code

function bool NeedPlayers ( ) )

NeedPlayers MatchOver Source code

function bool NeedPlayers ( ) )

NotifyNavigationChanged Source code

function NotifyNavigationChanged ( NavigationPoint N) )

NotifySpree Source code

function NotifySpree ( UTPlayerReplicationInfo Other, int num) )

ObjectiveDisabled Source code

function ObjectiveDisabled ( UTGameObjective DisabledObjective )

OrderToIndex Source code

static function int OrderToIndex ( int Order) )

PickupQuery Source code

function bool PickupQuery ( Pawn Other, class<Inventory> ItemClass, Actor Pickup) )

PlayEndOfMatchMessage Source code

function PlayEndOfMatchMessage ( ) )

PlayRegularEndOfMatchMessage Source code

function PlayRegularEndOfMatchMessage ( ) )

PlayStartupMessage Source code

function PlayStartupMessage ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PostLogin Source code

event PostLogin ( playercontroller NewPlayer ) )

PostLogin MatchOver Source code

event PostLogin ( PlayerController NewPlayer) )

ProcessServerTravel Source code

function ProcessServerTravel ( string URL, optional bool bAbsolute) )

ProcessSpeechRecognition Source code

function ProcessSpeechRecognition ( UTPlayerController Speaker, const out array<SpeechRecognizedWord> Words) )
parses the given player's recognized speech into bot orders, etc

RatePlayerStart Source code

function float RatePlayerStart ( PlayerStart P, byte Team, Controller Player) )
RatePlayerStart() Return a score representing how desireable a playerstart is.
@param P is the playerstart being rated
@param Team is the team of the player choosing the playerstart
@param Player is the controller choosing the playerstart
@returns playerstart score

ReduceDamage Source code

function ReduceDamage ( out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType ) )

ReduceDamage MatchOver Source code

function ReduceDamage ( out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType ) )

RegisterVehicle Source code

function RegisterVehicle ( UTVehicle V) )

RemovePlayerFromMuteLists Source code

function RemovePlayerFromMuteLists ( UTPlayerController PC ) )
Removes the specified player from all other player's mute lists
@param PC Player controller to remove from other mute lists

Reset Source code

function Reset ( ) )
Reset() - reset actor to initial state - used when restarting level without reloading.

ResetAllPlayerMuteListsToSpectatorChannel Source code

function ResetAllPlayerMuteListsToSpectatorChannel ( ) )
Reset everyone's channel to the same thing and then rebuild the gameplay mute lists for each player

ResetLevel MatchOver Source code

function ResetLevel ( ) )

ResetLevel RoundOver Source code

function ResetLevel ( ) )

RestartGame Source code

function RestartGame ( ) )

RestartPlayer Source code

function RestartPlayer ( Controller aPlayer) )

RestartPlayer MatchOver Source code

function RestartPlayer ( Controller aPlayer) )

RestartPlayer PendingMatch Source code

function RestartPlayer ( Controller aPlayer) )

ScoreFlag PendingMatch Source code

function ScoreFlag ( Controller Scorer, UTCTFFlag theFlag )

ScoreKill Source code

function ScoreKill ( Controller Killer, Controller Other) )

ScoreKill MatchOver Source code

function ScoreKill ( Controller Killer, Controller Other) )

ScoreKill PendingMatch Source code

function ScoreKill ( Controller Killer, Controller Other )

SetAlias Source code

function SetAlias ( Controller Other, string NewAlias) )

SetEndGameFocus Source code

function SetEndGameFocus ( PlayerReplicationInfo Winner) )

SetGameSpeed Source code

function SetGameSpeed ( Float T ) )

SetGameType Source code

static event class<GameInfo> SetGameType ( string MapName, string Options) )

SetPause Source code

function bool SetPause ( PlayerController PC, optional delegate<CanUnpause> CanUnpauseDelegate) )
Only allow local players to pause

SetupPlayerMuteList Source code

function SetupPlayerMuteList ( UTPlayerController PC, bool bForceSpectatorChannel ) )
Sets up the voice mute list based upon this player's team/spectator state. Opponents are added the specified player's mute list and vice versa.
@param PC the player controller to initialize muting for

ShouldRespawn Source code

function bool ShouldRespawn ( PickupFactory Other) )

ShowPathTo Source code

function ShowPathTo ( PlayerController P, int TeamNum )
displays the path to the given base for the given player

SinglePlayerAddBot Source code

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

SkipCinematics Source code

function SkipCinematics ( PlayerController PC) )

SkipPlaySound Source code

function bool SkipPlaySound ( ) )

SortPlayerScores Source code

native function SortPlayerScores ( out array<OnlinePlayerScore> PlayerScores )
Sorts the scores and assigns relative positions to the players
@param PlayerScores the raw scores before sorting and relative position setting

SpawnBot Source code

function UTBot SpawnBot ( optional string botName,optional bool bUseTeamIndex, optional int TeamIndex) )

SpawnWait Source code

function float SpawnWait ( AIController B) )

StartMatch Source code

function StartMatch ( ) )

Timer MatchInProgress Source code

function Timer ( ) )

Timer MatchOver Source code

function Timer ( ) )

Timer PendingMatch Source code

function Timer ( ) )

Timer RoundOver Source code

event Timer ( ) )

TooManyBots Source code

function bool TooManyBots ( Controller botToRemove) )
Look at the current game rules and determine if there are too many bots. In a single player game, this function will always return false since the teams are preset and changes are not allowed. @Param BotToRemove The Bot to remove

TrackMemoryFunctor Source code

function TrackMemoryFunctor ( ) )
This is our TrackMemory functor where we can put anything we want to do every N seconds.

UpdateGameplayMuteList Source code

function UpdateGameplayMuteList ( PlayerController PC ) )
This is called once the client has sent the server their unique net id. It is now possible to set up their mute list.
@param PC the playercontroller that is ready for updates

UpdateGameSettings Source code

function UpdateGameSettings ( ) )
Used to update any changes in game settings that need to be published to players that are searching for games

UpdateGameSettingsCounts Source code

function UpdateGameSettingsCounts ( ) )
Updates the online subsystem's information for player counts so that LAN matches can show the correct player counts

ViewObjective Source code

function ViewObjective ( PlayerController PC) )

WantFastSpawnFor Source code

function bool WantFastSpawnFor ( AIController B) )

WriteOnlinePlayerScores Source code

function WriteOnlinePlayerScores ( ) )
Write player scores used in skill calculations


Defaultproperties

defaultproperties
{
   bExportMenuData=True
   bWeaponStay=True
   bWaitForNetPlayers=True
   bAllowMapVoting=True
   Acronym="???"
   EndTimeDelay=4.000000
   BotRatio=1.000000
   NetWait=15
   ClientProcessingTimeout=30
   MinNetPlayers=1
   RestartWait=30
   SpawnProtectionTime=2.000000
   LateEntryLives=1
   CountDown=4
   EndMessageWait=1
   DefaultInventory(0)=Class'UTGame.UTWeap_Enforcer'
   DefaultInventory(1)=Class'UTGame.UTWeap_ImpactHammer'
   VictoryMessageClass=Class'UTGame.UTVictoryMessage'
   DefaultMapPrefixes(0)=(Prefix="DM",GameType="UTGame.UTDeathmatch",AdditionalGameTypes=("UTGame.UTTeamGame","UTGame.UTDuelGame"))
   DefaultMapPrefixes(1)=(Prefix="CTF",GameType="UTGameContent.UTCTFGame_Content")
   DefaultMapPrefixes(2)=(Prefix="WAR",GameType="UTGameContent.UTOnslaughtGame_Content")
   DefaultMapPrefixes(3)=(Prefix="VCTF",GameType="UTGameContent.UTVehicleCTFGame_Content")
   DefaultMapPrefixes(4)=(Prefix="DG",GameType="UTGame.DemoGame")
   DefaultMapPrefixes(5)=(Prefix="UTM",GameType="UTGame.UTMissionSelectionGame")
   DefaultMapPrefixes(6)=(Prefix="UTCIN",GameType="UTGame.UTCinematicGame")
   ConsolePlayerControllerClass=Class'UTGame.UTConsolePlayerController'
   BotClass=Class'UTGame.UTBot'
   GameSpecificMapCycles(0)=(GameClassName="UTOnslaughtGame",Maps=("WAR-Downtown","WAR-SinkHole","WAR-Dusk","WAR-Islander","WAR-Avalanche","WAR-MarketDistrict","WAR-OnyxCoast","WAR-Powersurge","WAR-Serenity","WAR-FloodGate","WAR-Torlan"))
   GameSpecificMapCycles(1)=(GameClassName="UTOnslaughtGame_Content",Maps=("WAR-Serenity_Necris"))
   GameSpecificMapCycles(2)=(GameClassName="UTVehicleCTFGame_Content",Maps=("vCTF-Kargo"))
   GameSpecificMapCycles(3)=(GameClassName="UTDuelGame",Maps=("DM-Biohazard"))
   GameSpecificMapCycles(4)=(GameClassName="UTDeathmatch",Maps=("DM-Arsenal"))
   GameSpecificMapCycles(5)=(GameClassName="UTCTFGame_Content",Maps=("CTF-Hydrosis"))
   VoteDuration=45
   MidGameMenuTemplate=UTUIScene_MidGameMenu'UI_InGameHud.Menus.MidGameMenu'
   SpeechRecognitionData=SpeechRecognition'SpeechRecognition.Alphabet'
   LastEncouragementTime=-20.000000
   MidgameScorePanelTag="DMPanel"
   MaxCustomChars=12
   bRestartLevel=False
   bPauseable=False
   bLoggingGame=True
   bUseSeamlessTravel=True
   bRequiresPushToTalk=True
   DefaultPawnClass=Class'UTGame.UTPawn'
   HUDType=Class'UTGame.UTHUD'
   GoalScore=25
   TimeLimit=20
   DeathMessageClass=Class'UTGame.UTDeathMessage'
   PlayerControllerClass=Class'UTGame.UTPlayerController'
   PlayerReplicationInfoClass=Class'UTGame.UTPlayerReplicationInfo'
   GameReplicationInfoClass=Class'UTGame.UTGameReplicationInfo'
   Name="Default__UTGame"
   ObjectArchetype=GameInfo'Engine.Default__GameInfo'
}

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Creation time: Mon 26/11/2007 17:41:23.140 - Created with UnCodeX