Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Commandlet | 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 |
Locale | Locale: Locale management class. Not yet implemented. |
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Time | Time-management class. Not yet implemented. This is a built-in Unreal class and it shouldn't be modified. Coordinated Universal Time or UCT is the world standard time representation which is independent of time zone and daylight savings time. The UCT standard supercedes the obsolete Grenwich Mean Time (GMT). UCT is technically the time on the zeroth meridian plus 12 hours. For example, to convert UCT to EST (Eastern Standard Time), subtract 5 hours from UCT and then (??if dst). By definition, UCT experiences a discontinuity when a leap second is reached. However, this discontinuity is never exposed while Unreal is running, as UCT is determined at startup time, and UCT is updated continuously during gameplay according to the CPU clock. Unreal time is exposed as a long (a 64-bit signed quantity) and is defined as nanoseconds elapsed since midnight (00:00:00), January 1, 1970. For more information about UCT and time, see /www.bldrdoc.gov/timefreq/faq/faq.htm /www.boulder.nist.gov/timefreq/glossary.htm /www.jat.org/jtt/datetime.html |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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