Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 |
//============================================================================= /// UnrealScript Commandlet (command-line applet) class. /// /// Commandlets are executed from the ucc.exe command line utility, using the /// following syntax: /// /// UCC.exe package_name.commandlet_class_name [parm=value]... /// /// for example: /// /// UCC.exe Core.HelloWorldCommandlet /// UCC.exe Editor.MakeCommandlet /// /// In addition, if you list your commandlet in the public section of your /// package's .int file (see Engine.int for example), then your commandlet /// can be executed without requiring a fully qualified name, for example: /// /// UCC.exe MakeCommandlet /// /// As a convenience, if a user tries to run a commandlet and the exact /// name he types isn't found, then ucc.exe appends the text "commandlet" /// onto the name and tries again. Therefore, the following shortcuts /// perform identically to the above: /// /// UCC.exe Core.HelloWorld /// UCC.exe Editor.Make /// UCC.exe Make /// /// It is also perfectly valid to call the Main method of a /// commandlet class directly, for example from within the body /// of another commandlet. /// /// Commandlets are executed in a "raw" UnrealScript environment, in which /// the game isn't loaded, the client code isn't loaded, no levels are /// loaded, and no actors exist. //============================================================================= class Commandlet extends Object abstract transient noexport native; /// Command name to show for "ucc help". var localized string HelpCmd; /// Command description to show for "ucc help". var localized string HelpOneLiner; /// Usage template to show for "ucc help". var localized string HelpUsage; /// Hyperlink for more info. var localized string HelpWebLink; /// Parameters and descriptions for "ucc help <this command>". var localized string HelpParm[16]; var localized string HelpDesc[16]; /// Whether to redirect log output to console stdout. var bool LogToStdout; /// Whether to load objects required in server, client, and editor context. var bool IsServer, IsClient, IsEditor; /// Whether to load objects immediately, or only on demand. var bool LazyLoad; /// Whether to show standard error and warning count on exit. var bool ShowErrorCount; /// Whether to show Unreal banner on startup. var bool ShowBanner; /// Entry point. native event int Main( string Parms ); defaultproperties { LogToStdout=True IsServer=True IsClient=True IsEditor=True LazyLoad=True ShowBanner=True } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |