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UT :: Actor (UT) >> Info (UT) >> GameInfo (UT) >> TournamentGameInfo >> DeathMatchPlus >> TeamGamePlus (Package: BotPack)

UT's Team DeathMatch game type and the base class of all team-based UT game types.


Configurable properties

config bool bNoTeamChanges 
No team changes are allowed.
globalconfig bool bBalanceTeams 
Bots change teams to maintain team balance.
globalconfig bool bPlayersBalanceTeams 
Players are forced to change teams to maintain team balance.
config float FriendlyFireScale 
Scale friendly fire damage by this value.
config int MaxTeams 
Maximum number of teams allowed in the game. (up to MaxAllowedTeams)
config float GoalTeamScore 
Like FragLimit, but team-based.
config int MaxTeamSize 
Maximum number of players allowed in each team.

Other Properties

localized string TeamChangeMessage, TeamPrefix 
localized string StartUpTeamMessage, StartupTeamTralier 
Used to display the "You are on <color>." message. (I wonder why they didn't use Message Placeholder here...)
bool bSpawnInTeamArea 
Players are respawned in their team's base
bool bScoreTeamKills 
int NumSupportingPlayer 
bool bBalancing 
int MaxAllowedTeams 
Maximum number of teams allowed in this game type. (the maximum number technically possible)
TeamInfo (UT) Teams[4] 
The TeamInfo (UT) objects used to store team-specific information.
localized string TeamColor[4] 
A string array set to "Red". "Blue", etc. in default properties and used to set the TeamName property of TeamInfo (UT) via the corresponding Teams array index.
int NextBotTeam 
byte TEAM_Red, TEAM_Blue, TEAM_Green, TEAM_Gold 
name CurrentOrders[4] 
int PlayerTeamNum 

Known subclasses

Category:Legacy Class (UT)

nogginBasher Admin Question: If I set Botpack.TeamGamePlus FriendlyFireScale to 0.5 in my UnrealTournament.ini, presumably this will affect only teamdeathmatch, since Assault, CTFGame and Domination each have their own entries. Is that correct? (Maybe you have to make your own FriendlyFireScale if you extend TeamGamePlus.)

MythOpus: That should be fine nogginBasher however, it may not work like you want if all the games that are subclasses from TeamDeathmatch don't set the FriendlyFireScale itself. But changes will be set to their defaults if you change a map or restart a level so I don't think it will matter.