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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Info
|
+-- Engine.GameInfo
|
+-- UnrealGame.UnrealMPGameInfo
|
+-- UnrealGame.DeathMatch
|
+-- UnrealGame.TeamGame
|
+-- XGame.xTeamGame
|
+-- UT2k4Assault.ASGameInfo
| Constants Summary | ||
|---|---|---|
| ASPROPNUM | = | 5 |
| Inherited Contants from UnrealGame.TeamGame |
|---|
| TGPROPNUM |
| Variables Summary | |
|---|---|
| string | ASPropDescText[ASPROPNUM] |
| string | ASPropsDisplayText[ASPROPNUM] |
| name | AttackerWinRound[2] |
| bool | bDisableReinforcements |
| bool | bWeakObjectives |
| byte | CurrentAttackingTeam |
| SceneManager | CurrentMatineeScene |
| GameObjective | CurrentObjective |
| byte | CurrentRound |
| name | DefenderWinRound[2] |
| name | DrawGameSound |
| ASCinematic_SceneManager | EndCinematic |
| byte | FirstAttackingTeam |
| vehicle | KeyVehicle |
| GameObjective | LastDisabledObjective |
| int | MaxRounds |
| name | NewRoundSound |
| int | ReinforcementsCount |
| int | ReinforcementsFreq |
| int | ReinforcementsValidTime |
| int | RoundStartTime |
| Array<PlayerSpawnManager> | SpawnManagers |
| int | SuccessfulAssaultTimeLimit |
| ASGameInfo | |
| int | PracticeTimeLimit |
| int | RoundLimit |
| int | RoundTimeLimit |
| LoadingHints | |
| array<string> | ASHints |
| Enumerations Summary | ||
|---|---|---|
| ERER_Reason ERER_AttackersWin, ERER_AttackersLose, | ||
| Functions Summary | ||
|---|---|---|
![]() | bool | AcceptPlayInfoProperty (string PropertyName)) |
![]() | AddDefaultInventory (pawn PlayerPawn )) | |
![]() | int | AdjustDestroyObjectiveDamage (int Damage, Controller InstigatedBy, GameObjective GO )) |
![]() | bool | AllowMutator (string MutatorClassName )) |
![]() | bool | AllowTransloc ())) |
![]() | AnnounceNextObjective (GameObjective NewObjective )) | |
![]() | AnnounceScore (int ScoringTeam )) | |
![]() | BeginNewPairOfRounds ())) | |
![]() | BeginRound ())) | |
![]() | BeginState ())) MPOutroCinematic | |
![]() | BeginState ())) SPIntroCinematic | |
![]() | BroadCast_AssaultRole_Message (PlayerController C )) | |
![]() | bool | CanDisableObjective (GameObjective GO )) |
![]() | bool | CanDisableObjective (GameObjective GO )) SPIntroCinematic |
![]() | bool | CheckEndGame (PlayerReplicationInfo Winner, string Reason)) |
![]() | bool | CheckObjectivePriority (GameObjective GO)) |
![]() | CheckReady ())) | |
![]() | bool | CriticalPlayer (Controller Other)) |
![]() | DebugShowSpawnAreas ())) | |
![]() | DisableNextObjective ())) | |
![]() | DiscardInventory (Pawn Other )) | |
![]() | bool | DivertSpaceFighter ())) |
![]() | EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason)) | |
![]() | EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason)) MatchOver | |
![]() | EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason) PendingMatch | |
![]() | EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason) SPIntroCinematic | |
![]() | EndState ())) MPOutroCinematic | |
![]() | EndState ())) SPIntroCinematic | |
![]() | FillPlayInfo (PlayInfo PlayInfo)) | |
![]() | FindNewObjectives (GameObjective DisabledObjective)) | |
![]() | NavigationPoint | FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName )) |
![]() | GameObjectDropped (Decoration D )) | |
![]() | array<string> | GetAllLoadHints (optional bool bThisClassOnly)) |
![]() | int | GetAttackingTeam ())) |
![]() | GameObjective | GetCurrentObjective ())) |
![]() | class<Pawn> | GetDefaultPlayerClass (Controller C)) |
![]() | int | GetDefenderNum ())) |
![]() | string | GetDescriptionText (string PropName)) |
![]() | byte | GetPairOfRoundWinner ())) |
![]() | GetServerDetails (out ServerResponseLine ServerState)) | |
![]() | HighlightCurrentPhysicalObjectives ())) | |
![]() | InitGame (string Options, out string Error )) | |
![]() | InitGameReplicationInfo ())) | |
![]() | bool | IsAttackingTeam (int TeamNumber)) |
![]() | bool | IsPlaying ())) |
![]() | bool | IsPlaying ())) MatchInProgress |
![]() | bool | IsPlayingIntro ())) |
![]() | bool | IsPlayingIntro ())) SPIntroCinematic |
![]() | bool | IsPracticeRound ())) |
![]() | Killed (Controller Killer, Controller Killed, Pawn KilledPawn, class | |
![]() | KillEvent (string Killtype, PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> Damage)) | |
![]() | PlayerController | Login (string Portal, string Options, out string Error
)) |
![]() | Logout (Controller Exiting)) | |
![]() | bool | NeverAllowTransloc ())) |
![]() | NewRound ())) | |
![]() | NewSpawnAreaEnabled (bool bDefenders )) | |
![]() | NoTranslocatorKeyPressed (PlayerController PC )) | |
![]() | ObjectiveDisabled (GameObjective DisabledObjective )) | |
![]() | PlayEndOfMatchMessage ())) | |
![]() | bool | PlayerCanRestart (PlayerController aPlayer )) MatchInProgress |
![]() | bool | PlayerCanRestartGame (PlayerController aPlayer )) MatchInProgress |
![]() | bool | PlayerCanRestartGame (PlayerController aPlayer )) MPOutroCinematic |
![]() | PossessPawn (Controller C, Pawn P )) | |
![]() | PostBeginPlay ())) | |
![]() | PracticeRoundEnded ())) | |
![]() | PrecacheGameAnnouncements (AnnouncerVoice V, bool bRewardSounds)) | |
![]() | QueueAnnouncerSound (name ASound, byte AnnouncementLevel, byte Team, optional AnnouncerQueueManager.EAPriority Priority, optional byte Switch )) | |
![]() | float | RatePlayerStart (NavigationPoint N, byte Team, Controller Player)) |
![]() | int | ReduceDamage (int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class |
![]() | Reset ())) | |
![]() | ResetLevel ())) | |
![]() | RespawnPlayer (Controller C, optional bool bClearSpecials )) | |
![]() | RestartPlayer (Controller aPlayer )) | |
![]() | SceneAbort ())) SPIntroCinematic | |
![]() | SceneEnded (SceneManager SM, Actor Other )) MPOutroCinematic | |
![]() | SceneEnded (SceneManager SM, Actor Other )) SPIntroCinematic | |
![]() | SceneStarted (SceneManager SM, Actor Other )) | |
![]() | SceneStarted (SceneManager SM, Actor Other )) SPIntroCinematic | |
![]() | ScoreEvent (PlayerReplicationInfo Who, float Points, string Desc)) | |
![]() | ScoreObjective (PlayerReplicationInfo Scorer, float Score )) | |
![]() | SetPairOfRoundWinner ())) | |
![]() | ShowPathTo (PlayerController P, int TeamNum)) | |
![]() | bool | SpawnAndPossessPawn (Controller C, String PawnClassName)) |
![]() | float | SpawnWait (AIController B)) MatchInProgress |
![]() | SpecialEvent (PlayerReplicationInfo Who, string Desc)) | |
![]() | StartMatch ())) | |
![]() | StartNewRound ())) | |
![]() | TeamScoreEvent (int Team, float Points, string Desc)) | |
![]() | TeleportPlayerToSpawn (Controller C )) | |
![]() | Timer ())) MatchInProgress | |
![]() | TweakSkill (Bot B)) | |
![]() | UpdateAnnouncements ())) | |
![]() | UpdateObjectiveProgression (GameObjective DisabledObjective )) | |
![]() | int | VehicleScoreKill (Controller Killer, Controller Killed, Vehicle DestroyedVehicle, out string KillInfo )) |
![]() | WeakObjectives ())) | |
| Inherited Functions from XGame.xTeamGame |
|---|
| PrecacheGameStaticMeshes, PrecacheGameTextures |
| States Summary |
|---|
| MatchInProgress Source code |
|---|
|
state MatchInProgress |
| IsPlaying, PlayerCanRestart, PlayerCanRestartGame, SpawnWait, Timer |
| MatchOver Source code |
|---|
|
state MatchOver |
| EndRound |
| MPOutroCinematic Source code |
|---|
|
state MPOutroCinematic |
| BeginState, EndState, PlayerCanRestartGame, SceneEnded |
| PendingMatch Source code |
|---|
|
auto state PendingMatch |
| EndRound |
| SPIntroCinematic Source code |
|---|
|
state SPIntroCinematic |
| BeginState, CanDisableObjective, EndRound, EndState, IsPlayingIntro, SceneAbort, SceneEnded, SceneStarted |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Enumerations Detail |
|---|
| Functions Detail |
|---|
AcceptPlayInfoProperty Source code
AddDefaultInventory Source code
AdjustDestroyObjectiveDamage Source code
AllowMutator Source code
AllowTransloc Source code
AnnounceNextObjective Source code
AnnounceScore Source code
BeginNewPairOfRounds Source code
BeginRound Source code
BeginState MPOutroCinematic Source code
BeginState SPIntroCinematic Source code
BroadCast_AssaultRole_Message Source code
CanDisableObjective Source code
CanDisableObjective SPIntroCinematic Source code
CheckEndGame Source code
CheckObjectivePriority Source code
CheckReady Source code
CriticalPlayer Source code
DebugShowSpawnAreas Source code
DisableNextObjective Source code
DiscardInventory Source code
DivertSpaceFighter Source code
EndRound Source code
EndRound MatchOver Source code
EndRound PendingMatch Source code
EndRound SPIntroCinematic Source code
EndState MPOutroCinematic Source code
EndState SPIntroCinematic Source code
FillPlayInfo Source code
FindNewObjectives Source code
FindPlayerStart Source code
GameObjectDropped Source code
GetAllLoadHints Source code
GetAttackingTeam Source code
GetCurrentObjective Source code
GetDefaultPlayerClass Source code
GetDefenderNum Source code
GetDescriptionText Source code
GetPairOfRoundWinner Source code
GetServerDetails Source code
HighlightCurrentPhysicalObjectives Source code
InitGame Source code
InitGameReplicationInfo Source code
IsAttackingTeam Source code
IsPlaying Source code
IsPlaying MatchInProgress Source code
IsPlayingIntro Source code
IsPlayingIntro SPIntroCinematic Source code
IsPracticeRound Source code
Killed Source code
KillEvent Source code
Login Source code
Logout Source code
NeverAllowTransloc Source code
NewRound Source code
NewSpawnAreaEnabled Source code
NoTranslocatorKeyPressed Source code
ObjectiveDisabled Source code
PlayEndOfMatchMessage Source code
PlayerCanRestart MatchInProgress Source code
PlayerCanRestartGame MatchInProgress Source code
PlayerCanRestartGame MPOutroCinematic Source code
PossessPawn Source code
PostBeginPlay Source code
PracticeRoundEnded Source code
PrecacheGameAnnouncements Source code
QueueAnnouncerSound Source code
RatePlayerStart Source code
ReduceDamage Source code
Reset Source code
ResetLevel Source code
RespawnPlayer Source code
RestartPlayer Source code
SceneAbort SPIntroCinematic Source code
SceneEnded MPOutroCinematic Source code
SceneEnded SPIntroCinematic Source code
SceneStarted Source code
SceneStarted SPIntroCinematic Source code
ScoreEvent Source code
ScoreObjective Source code
SetPairOfRoundWinner Source code
ShowPathTo Source code
SpawnAndPossessPawn Source code
SpawnWait MatchInProgress Source code
SpecialEvent Source code
StartMatch Source code
StartNewRound Source code
TeamScoreEvent Source code
TeleportPlayerToSpawn Source code
Timer MatchInProgress Source code
TweakSkill Source code
UpdateAnnouncements Source code
UpdateObjectiveProgression Source code
VehicleScoreKill Source code
WeakObjectives Source code| Defaultproperties |
|---|
defaultproperties
{
RoundLimit=1
RoundTimeLimit=10
PracticeTimeLimit=60
ReinforcementsFreq=7
ReinforcementsValidTime=3
ASPropsDisplayText(0)="Pair of Rounds"
ASPropsDisplayText(1)="Round Time Limit"
ASPropsDisplayText(2)="Reset Countdown"
ASPropsDisplayText(3)="Reinforcements Time"
ASPropsDisplayText(4)="Practice Time"
ASPropDescText(0)="Number of pair of rounds (Attack and defense) for this match."
ASPropDescText(1)="Specifies how long each round lasts."
ASPropDescText(2)="Specifies how much time there is between each round."
ASPropDescText(3)="Specifies time between reinforcements spawning."
ASPropDescText(4)="Specifies how much time lasts the online practice round. (In seconds)"
ASHints(0)="A waypoint on the HUD indicates the location of an objective."
ASHints(1)="Be on the look out for HUD warnings and alarm sounds when an objective is in danger."
ASHints(2)="When a new spawn area has been enabled, Press %SWITCHWEAPON 10% to teleport to it instantly."
ASHints(3)="Press %BASEPATH 0% or %BASEPATH 1% to highlight the current objective, show a path to it, and slide out the objective list."
ASHints(4)="Monitor the respawn countdown to know when to expect backups."
ASHints(5)="Some weapons are better at destroying enemy Spider Mines than others."
ASHints(6)="You can be hurt or killed by vehicles exploding near you."
ASHints(7)="You can heal a friendly vehicle with the Link Gun alt-fire."
ASHints(8)="If you die, any Spider Mines or Grenades you fired will explode."
ASHints(9)="The green light on top of the weapon lockers indicates that additional ammo is available at that locker."
ASHints(10)="All turrets can zoom in by pressing %MOVEFORWARD% and zoom out by pressing %MOVEBACKWARD%."
ASHints(11)="Link turrets have the same properties as the Link Gun."
ASHints(12)="The Ion Cannon and Ion Plasma Tank, while charging up, indicate their target with a laser beam."
ASHints(13)="You can switch between remote controlled turrets by pressing %NEXTWEAPON% and %PREVWEAPON%."
ASHints(14)="In a SpaceFighter, you can cycle through targets by pressing %NEXTWEAPON% and %PREVWEAPON%."
ASHints(15)="Various trophies can be obtained by destroying a key vehicle (or turret), completing an objective, or successfully attacking."
ASHints(16)="A trophy is given to the player completing an objective, but the points reward is shared between all contributors."
ASHints(17)="Press %TOGGLEBEHINDVIEW% to switch between 1st and 3rd person view in vehicles."
NewRoundSound="New_assault_in"
AttackerWinRound(0)="Red_team_attacked"
AttackerWinRound(1)="Blue_team_attacked"
DefenderWinRound(0)="Red_team_defended"
DefenderWinRound(1)="Blue_team_defended"
DrawGameSound="Draw_Game"
bScoreTeamKills=False
bSpawnInTeamArea=True
TeammateBoost=0.250000
TeamAIType(0)=Class'UT2k4Assault.ASTeamAI'
TeamAIType(1)=Class'UT2k4Assault.ASTeamAI'
NetWait=15
bSkipPlaySound=True
SpawnProtectionTime=3.000000
ADR_Kill=2.000000
bTeamScoreRounds=True
bAllowVehicles=True
DefaultPlayerClassName="xGame.xPawn"
ScoreBoardType="UT2k4Assault.ScoreBoard_Assault"
HUDSettingsMenu="GUI2K4.CustomHUDMenuAssault"
HUDType="UT2k4Assault.HUD_Assault"
MapListType="UT2k4Assault.ASMapList"
MapPrefix="AS"
BeaconName="AS"
ResetTimeDelay=8
GoalScore=0
MutatorClass="UT2K4Assault.ASMutator"
GameReplicationInfoClass=Class'UT2k4Assault.ASGameReplicationInfo'
GameName="Assault"
Description="In each round, one team takes the role of the attacker, while the other team defends, in recreations of famous (or infamous) scenarios. After a pair of rounds, the most successful attacking team scores a point."
ScreenShotName="UT2004Thumbnails.AssaultShots"
Acronym="AS"
}
|
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