UE3:UTGame (UT3)

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UT3 Object >> Actor >> Info >> GameInfo >> UTGame

Contents

Package: 
UTGame

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Constants

See UTGame constants.

Properties

Property group 'UTGame'

MaxCustomChars

Type: int

Modifiers: config

Maximum number of custom char meshes allowed.

Default value: 12

ResetCountDown

Type: int


ResetTimeDelay

Type: int

Modifiers: config

time (seconds) before restarting teams

Internal variables

See UTGame internal variables.

Default values

Property Value
bLoggingGame True
bPauseable False
bRequiresPushToTalk True
bRestartLevel False
bUseSeamlessTravel True
DeathMessageClass Class'UTGame.UTDeathMessage'
DefaultPawnClass Class'UTGame.UTPawn'
GameReplicationInfoClass Class'UTGame.UTGameReplicationInfo'
GoalScore 25
HUDType Class'UTGame.UTHUD'
MaxPlayersAllowed 64
PlayerControllerClass Class'UTGame.UTPlayerController'
PlayerReplicationInfoClass Class'UTGame.UTPlayerReplicationInfo'
TimeLimit 20

Enums

EVoiceChannel

Voice channels used by these game types

VC_Spectators 
VC_Team1 
VC_Team2 

Structs

ActiveBotInfo

Modifiers: native

Array of active bot names.

string BotName 
name of character
bool bInUse 
whether the bot is currently in the game

GameMapCycle

Modifiers: native

Game Map Cycles, there is a map cycle per game mode

name GameClassName 
array<string> Maps 

GameTypePrefix

Modifiers: native

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

MapContextMapping

Modifiers: native

string MapName 
int MapContextId 
bool bIsValidAchievementMap 
bool bIsUT3GoldMap 

Functions

Static native functions

IsLowGoreVersion

final static native function bool IsLowGoreVersion ()


Static events

SetGameType

static event class<GameInfoSetGameType (string MapName, string Options)

Overrides: GameInfo.SetGameType


Other static functions

AllowMutator

static function bool AllowMutator (string MutatorClassName)

Overrides: GameInfo.AllowMutator


ConvertMapNameToContext

static function int ConvertMapNameToContext (string MapName)

UT3G - Convert the map name to the XboxLive context

GetEndOfMatchRules

static function string GetEndOfMatchRules (int InGoalScore, int InTimeLimit)

Returns:

a string that describes how to win the match

OrderToIndex

static function int OrderToIndex (int Order)


RemoveOption

static function RemoveOption (out string Options, string InKey)


Exec functions

AddBots

exec function AddBots (int Num)


AddNamedBot

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


KillBots

exec function KillBots ()

Overrides: GameInfo.KillBots


KillOthers

exec function KillOthers ()


KillThis

exec function KillThis ()


Native functions

CurrentPlayerCount

native function int CurrentPlayerCount ()

Overrides: GameInfo.CurrentPlayerCount


IsPureGame

final native function bool IsPureGame ()

returns whether this game should be considered "pure"

SortPlayerScores

native function SortPlayerScores (out array<OnlineSubsystem.OnlinePlayerScorePlayerScores)

Sorts the scores and assigns relative positions to the players

Parameters:

  • PlayerScores - the raw scores before sorting and relative position setting

Events

AddDefaultInventory

event AddDefaultInventory (Pawn PlayerPawn)

Overrides: GameInfo.AddDefaultInventory

Give player locker weapons for locker associated with base

GetBeaconText

event string GetBeaconText ()

Overrides: GameInfo.GetBeaconText


GetSeamlessTravelActorList

event GetSeamlessTravelActorList (bool bToEntry, out array<ActorActorList)

Overrides: GameInfo.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: GameInfo.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: GameInfo.InitGame


Login

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

Overrides: GameInfo.Login


PostBeginPlay

event PostBeginPlay ()

Overrides: GameInfo.PostBeginPlay


PostLogin

event PostLogin (PlayerController NewPlayer)

Overrides: GameInfo.PostLogin


PostSeamlessTravel

event PostSeamlessTravel ()

Overrides: GameInfo.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

PreLogin

event PreLogin (string Options, string Address, out string ErrorMessage)

Overrides: GameInfo.PreLogin


Reset

event Reset ()

Overrides: GameInfo.Reset

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

Other instance functions

See UTGame instance functions.

States

MatchInProgress

MatchInProgress.BeginState

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

MatchInProgress.Timer

event Timer ()

Overrides: GameInfo.Timer (global)


MatchInProgress.ChangeTeam

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

Overrides: GameInfo.ChangeTeam (global)


MatchInProgress.MatchIsInProgress

function bool MatchIsInProgress ()

Overrides: MatchIsInProgress (global)


MatchOver

MatchOver.BeginState

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

MatchOver.PostLogin

event PostLogin (PlayerController NewPlayer)

Overrides: PostLogin (global)


MatchOver.Timer

event Timer ()

Overrides: GameInfo.Timer (global)


MatchOver.ChangeTeam

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

Overrides: GameInfo.ChangeTeam (global)


MatchOver.NeedPlayers

function bool NeedPlayers ()

Overrides: NeedPlayers (global)


MatchOver.ReduceDamage

function ReduceDamage (out int Damage, Pawn injured, Controller instigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: ReduceDamage (global)


MatchOver.ResetLevel

function ResetLevel ()

Overrides: GameInfo.ResetLevel (global)

Resets level by calling Reset() on all actors

MatchOver.RestartPlayer

function RestartPlayer (Controller aPlayer)

Overrides: RestartPlayer (global)


MatchOver.ScoreKill

function ScoreKill (Controller Killer, Controller Other)

Overrides: ScoreKill (global)


MatchOver.UpdateWeaponAwards

function UpdateWeaponAwards ()

Update weapon awards at end of match

PendingMatch

This state is used to change the flow of start/end match to handle arbitration

Basic flow of events: Server prepares to start the match and tells all clients to register arbitration Clients register with arbitration and tell the server when they are done Server checks for all clients to be registered and kicks any clients if they don't register in time. Server registers with arbitration and the match begins

Match ends and the server tells connected clients to write arbitrated stats Clients write stats and notifies server of completion Server writes stats and ends the match

Inherits from: GameInfo.PendingMatch

Modifiers: auto

PendingMatch.BeginState

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

PendingMatch.EndState

event EndState (name NextStateName)

Overrides: GameInfo.PendingMatch.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

PendingMatch.Timer

event Timer ()

Overrides: GameInfo.Timer (global)


PendingMatch.CheckLives

function CheckLives ()


PendingMatch.CheckScore

function bool CheckScore (PlayerReplicationInfo Scorer)

Overrides: CheckScore (global)


PendingMatch.RestartPlayer

function RestartPlayer (Controller aPlayer)

Overrides: RestartPlayer (global)


PendingMatch.ScoreFlag

function ScoreFlag (Controller Scorer, UTCTFFlag theFlag)


PendingMatch.ScoreKill

function ScoreKill (Controller Killer, Controller Other)

Overrides: ScoreKill (global)


RoundOver

Extends: MatchOver

Ignores: DoEndGameMapVote, DoMapVote

RoundOver.BeginState

event BeginState (name PreviousStateName)

Overrides: MatchOver.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

RoundOver.Timer

event Timer ()

Overrides: MatchOver.Timer


RoundOver.ChangeTeam

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

Overrides: MatchOver.ChangeTeam


RoundOver.ResetLevel

function ResetLevel ()

Overrides: MatchOver.ResetLevel

Resets level by calling Reset() on all actors