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 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 00368 00369 00370 00371 00372 00373 00374 00375 00376 00377 00378 00379 00380 00381 00382 00383 00384 00385 00386 00387 00388 00389 00390 00391 00392 00393 00394 00395 00396 00397 00398 00399 00400 00401 00402 00403 00404 00405 00406 00407 00408 00409 00410 00411 00412 00413 00414 00415 00416 00417 00418 00419 00420 00421 00422 00423 00424 00425 00426 00427 00428 00429 00430 00431 00432 00433 00434 00435 00436 00437 00438 00439 00440 00441 00442 00443 00444 00445 00446 00447 00448 00449 00450 00451 00452 00453 00454 00455 00456 00457 00458 00459 00460 00461 00462 00463 00464 00465 00466 00467 00468 00469 00470 00471 00472 00473 00474 00475 00476 00477 00478 00479 00480 00481 00482 00483 00484 00485 00486 00487 00488 00489 00490 00491 00492 00493 00494 00495 00496 00497 00498 00499 00500 00501 00502 00503 00504 00505 00506 00507 00508 00509 00510 00511 00512 00513 00514 00515 00516 00517 00518 00519 00520 00521 00522 00523 00524 00525 00526 00527 00528 00529 00530 00531 00532 00533 00534 00535 00536 00537 00538 00539 00540 00541 00542 00543 00544 00545 00546 00547 00548 00549 00550 00551 00552 00553 00554 00555 00556 00557 00558 00559 00560 00561 00562 00563 00564 00565 00566 00567 00568 00569 00570 00571 00572 00573 00574 00575 00576 00577 00578 00579 00580 00581 00582 00583 00584 00585 00586 00587 00588 00589 00590 00591 00592 00593 00594 00595 00596 00597 00598 00599 00600 00601 00602 00603 00604 00605 00606 00607 00608 00609 00610 00611 00612 00613 00614 00615 00616 00617 00618 00619 00620 00621 00622 00623 00624 00625 00626 00627 00628 00629 00630 00631 00632 00633 00634 00635 00636 00637 00638 00639 00640 00641 00642 00643 00644 00645 00646 00647 00648 00649 00650 00651 00652 00653 00654 00655 00656 00657 00658 00659 00660 00661 00662 00663 00664 00665 00666 00667 00668 00669 00670 00671 00672 00673 00674 00675 00676 00677 00678 00679 00680 00681 00682 00683 00684 00685 00686 00687 00688 00689 00690 00691 00692 00693 00694 00695 00696 00697 00698 00699 00700 00701 00702 00703 00704 00705 |
/** * WorldInfo * * Actor containing all script accessible world properties. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class WorldInfo extends ZoneInfo native config(game) hidecategories(Actor,Advanced,Display,Events,Object,Attachment) nativereplication notplaceable dependson(PostProcessEffect) dependson(MusicTrackDataStructures); /** Default post process settings used by post processing volumes. */ var(WorldInfo) config PostProcessSettings DefaultPostProcessSettings; /** Squint mode kernel size (same as DOF). */ var(WorldInfo) config float SquintModeKernelSize; /** Linked list of post processing volumes, sorted in descending order of priority. */ var const noimport transient PostProcessVolume HighestPriorityPostProcessVolume; /** Default reverb settings used by reverb volumes. */ var(WorldInfo) config ReverbSettings DefaultReverbSettings; /** Linked list of reverb volumes, sorted in descending order of priority. */ var const noimport transient ReverbVolume HighestPriorityReverbVolume; /** A array of portal volumes */ var const noimport transient array<PortalVolume> PortalVolumes; /** Level collection. ULevels are referenced by FName (Package name) to avoid serialized references. Also contains offsets in world units */ var(WorldInfo) const editconst editinline array<LevelStreaming> StreamingLevels; /** * This is a bool on the level which is set when a light that needs to have lighting rebuilt * is moved. This is then checked in CheckMap for errors to let you know that this level should * have lighting rebuilt. **/ var bool bMapNeedsLightingFullyRebuilt; /** * This is a bool on the level which is set when the AI detects that paths are either not set up correctly * or need to be rebuilt. If set the HUD will display a warning message on the screen. */ var bool bMapHasPathingErrors; /** Whether it was requested that the engine bring up a loading screen and block on async loading. */ var bool bRequestedBlockOnAsyncLoading; var(Editor) BookMark BookMarks[10]; // Level bookmarks var(Editor) editinline array<ClipPadEntry> ClipPadEntries; // Clip pad entries var float TimeDilation; // Normally 1 - scales real time passage. var float DemoPlayTimeDilation; // additional TimeDilation applied only during demo playback var float TimeSeconds; // Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped. var float RealTimeSeconds; // Time in seconds since level began play, but is NOT paused when the game is paused, and is NOT dilated/clamped. var float AudioTimeSeconds; // Time in seconds since level began play, but IS paused when the game is paused, and is NOT dilated/clamped. var transient const float DeltaSeconds; // Frame delta time in seconds adjusted by e.g. time dilation. var float PauseDelay; // time at which to start pause var float RealTimeToUnPause; // If non-zero, when RealTimeSeconds reaches this, unpause the game. var PlayerReplicationInfo Pauser; // If paused, name of person pausing the game. var string VisibleGroups; // List of the group names which were checked when the level was last saved var transient string SelectedGroups; // A list of selected groups in the group browser (only used in editor) var bool bBegunPlay; // Whether gameplay has begun. var bool bPlayersOnly; // Only update players. var transient bool bDropDetail; // frame rate is below DesiredFrameRate, so drop high detail actors var transient bool bAggressiveLOD; // frame rate is well below DesiredFrameRate, so make LOD more aggressive var bool bStartup; // Starting gameplay. var bool bPathsRebuilt; // True if path network is valid var bool bHasPathNodes; /** * Bool that indicates that 'console' input is desired. This flag is mis named as it is used for a lot of gameplay related things * (e.g. increasing collision size, changing vehicle turning behavior, modifying put down/up weapon speed, bot behavior) * * currently set when you are running a console build (implicitly or explicitly via ?param on the commandline) */ var transient bool bUseConsoleInput; var Texture2D DefaultTexture; var Texture2D WireframeTexture; var Texture2D WhiteSquareTexture; var Texture2D LargeVertex; var Texture2D BSPVertex; /** * This is the array of string which will be called after a tick has occurred. This allows * functions which GC and/or delete objects to be executed from .uc land! **/ var array<string> DeferredExecs; var transient GameReplicationInfo GRI; var enum ENetMode { NM_Standalone, // Standalone game. NM_DedicatedServer, // Dedicated server, no local client. NM_ListenServer, // Listen server. NM_Client // Client only, no local server. } NetMode; var string ComputerName; // Machine's name according to the OS. var string EngineVersion; // Engine version. var string MinNetVersion; // Min engine version that is net compatible. var GameInfo Game; var() float StallZ; // vehicles stall if they reach this var transient float WorldGravityZ; // current gravity actually being used var const globalconfig float DefaultGravityZ; // default gravity (game specific) - set in defaultgame.ini var() float GlobalGravityZ; // optional level specific gravity override set by level designer var globalconfig float RBPhysicsGravityScaling; // used to scale gravity for rigid body physics var transient const private NavigationPoint NavigationPointList; var const private Controller ControllerList; var const Pawn PawnList; var transient const CoverLink CoverList; var float MoveRepSize; /** stores information on a viewer that actors need to be checked against for relevancy */ struct native NetViewer { var PlayerController InViewer; var Actor Viewer; var vector ViewLocation; var vector ViewDir; structcpptext { FNetViewer(UNetConnection* InConnection, FLOAT DeltaSeconds); } }; /** valid only during replication - information about the player(s) being replicated to * (there could be more than one in the case of a splitscreen client) */ var const array<NetViewer> ReplicationViewers; var string NextURL; var float NextSwitchCountdown; var string LastTravelErrorURL; var string LastTravelErrorCode; /** Maximum size of textures for packed light and shadow maps */ var() int PackedLightAndShadowMapTextureSize; /** Default color scale for the level */ var() vector DefaultColorScale; /** if true, do not grant player with default inventory (presumably, the LD's will be setting it manually) */ var() bool bNoDefaultInventoryForPlayer; /** * This is the list of GameTypes which this map can support. This is used for SeekFree loading * code so the map has a reference to the game type it will be played with so it can cook * all of the specific assets **/ var() array< class<GameInfo> > GameTypesSupportedOnThisMap; /** array of levels that were loaded into this map via PrepareMapChange() / CommitMapChange() (to inform newly joining clients) */ var const transient array<name> PreparingLevelNames; var const transient array<name> CommittedLevelNames; /** Kismet controlled music info (to inform newly joining clients) */ var SeqAct_CrossFadeMusicTracks LastMusicAction; var MusicTrackStruct LastMusicTrack; /** If true, don't add "no paths from" warnings to map error list in editor. Useful for maps that don't need AI support, but still have a few NavigationPoint actors in them. */ var() bool bNoPathWarnings; /** title of the map displayed in the UI */ var() localized string Title; var() string Author; /** when this flag is set, more time is allocated to background loading (replicated) */ var bool bHighPriorityLoading; /** copy of bHighPriorityLoading that is not replicated, for clientside-only loading operations */ var bool bHighPriorityLoadingLocal; /** game specific map information - access through GetMapInfo()/SetMapInfo() */ var() protected{protected} instanced MapInfo MyMapInfo; /** particle emitter pool for gameplay effects that are spawned independent of their owning Actor */ var globalconfig string EmitterPoolClassPath; var EmitterPool MyEmitterPool; /** decal pool and lifetime manager */ var globalconfig string DecalManagerClassPath; var DecalManager MyDecalManager; /** For specifying which compartments should run on a given frame */ struct native CompartmentRunList { /** The rigid body compartment will run on this frame */ var() editconst bool RigidBody; /** The fluid compartment will run on this frame */ var() editconst bool Fluid; /** The cloth compartment will run on this frame */ var() editconst bool Cloth; /** The soft body compartment will run on this frame */ var() editconst bool SoftBody; structdefaultproperties { RigidBody=true Fluid=true Cloth=true SoftBody=true } }; /** Timing parameters used for a PhysX primary scene or compartment */ struct native PhysXTiming { /** If true, substep sizes are fixed equal to TimeStep. If false, substep sizes are varied to fit an integer number of times into the frame time. */ var() editconst bool bFixedTimeStep; /** The fixed or maximum substep size, depending on the value of bFixedTimeStep. */ var() editconst float TimeStep; /** The maximum number of substeps allowed per frame. */ var() editconst int MaxSubSteps; structdefaultproperties { bFixedTimeStep=false TimeStep=0.02 MaxSubSteps=5 } }; /** Timings for primary and compartments. */ struct native PhysXSceneTimings { /** Timing settings for the PhysX primary scene */ var() editconst editinline PhysXTiming PrimarySceneTiming; /** Timing settings for the PhysX rigid body compartment */ var() editconst editinline PhysXTiming CompartmentTimingRigidBody; /** Timing settings for the PhysX fluid compartment */ var() editconst editinline PhysXTiming CompartmentTimingFluid; /** Timing settings for the PhysX cloth compartment */ var() editconst editinline PhysXTiming CompartmentTimingCloth; /** Timing settings for the PhysX soft body compartment */ var() editconst editinline PhysXTiming CompartmentTimingSoftBody; structdefaultproperties { CompartmentTimingRigidBody=(bFixedTimeStep=false,TimeStep=0.02,MaxSubSteps=2) CompartmentTimingFluid=(bFixedTimeStep=false,TimeStep=0.02,MaxSubSteps=1) CompartmentTimingCloth=(bFixedTimeStep=true,TimeStep=0.02,MaxSubSteps=2) CompartmentTimingSoftBody=(bFixedTimeStep=true,TimeStep=0.02,MaxSubSteps=2) } }; /** Primary PhysX scene runs on the PPU */ var(Physics) editconst bool bPrimarySceneHW; /** Double buffered physics compartments enabled */ var(Physics) editconst bool bSupportDoubleBufferedPhysics; /** The maximum frame time allowed for physics calculations */ var(Physics) editconst float MaxPhysicsDeltaTime; /** Timing parameters for the scene, primary and compartments. */ var(Physics) editconst editinline PhysXSceneTimings PhysicsTimings; /** Which compartments run on which frames (list is cyclic). An empty list means all compartments run on all frames. */ var(Physics) editconst array< CompartmentRunList > CompartmentRunFrames; enum EConsoleType { CONSOLE_Any, CONSOLE_Xbox360, CONSOLE_PS3, }; /** Set during demo playback (WARNING: May not be reliable at the very start of demos, e.g. demo actors PostBeginPlay etc.) */ var bool bWithinDemoPlayback; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) //----------------------------------------------------------------------------- // Functions. final function bool IsServer() { return (NetMode == NM_DedicatedServer || NetMode == NM_ListenServer); } /** * Returns the Z component of the current world gravity and initializes it to the default * gravity if called for the first time. * * @return Z component of current world gravity. */ native function float GetGravityZ(); /** * Grabs the default game sequence and returns it. * * @return the default game sequence object */ native final function Sequence GetGameSequence() const; native final function SetLevelRBGravity(vector NewGrav); // // Return the URL of this level on the local machine. // native simulated function string GetLocalURL() const; // // Demo build flag // native simulated static final function bool IsDemoBuild() const; // True if this is a demo build. /** * Returns whether we are running on a console platform or on the PC. * @param ConsoleType - if specified, only returns true if we're running on the specified platform * * @return TRUE if we're on a console, FALSE if we're running on a PC */ native simulated static final function bool IsConsoleBuild(optional EConsoleType ConsoleType) const; /** Returns whether script is executing within the editor. */ native simulated static final function bool IsPlayInEditor() const; native simulated final function ForceGarbageCollection(); native simulated final function VerifyNavList(); // // Return the URL of this level, which may possibly // exist on a remote machine. // native simulated function string GetAddressURL() const; simulated function class<GameInfo> GetGameClass() { if(WorldInfo.Game != None) return WorldInfo.Game.Class; if (GRI != None && GRI.GameClass != None) return GRI.GameClass; return None; } /** * Jumps the server to new level. If bAbsolute is true and we are using seemless traveling, we * will do an absolute travel (URL will be flushed). */ event ServerTravel(string URL, optional bool bAbsolute) { if ( InStr(url,"%")>=0 ) { LogInternal("URL Contains illegal character '%'."); return; } if (InStr(url,":")>=0 || InStr(url,"/")>=0 || InStr(url,"\\")>=0) { LogInternal("URL blocked"); return; } // Check for an error in the server's connection if (Game != None && Game.bHasNetworkError) { LogInternal("Not traveling because of network error"); return; } // if we're not already in a level change, start one now if (NextURL == "" && !IsInSeamlessTravel()) { NextURL = URL; if (Game != None) { Game.ProcessServerTravel(URL, bAbsolute); } else { NextSwitchCountdown = 0; } } } /** * Called when the game fails to travel to a particular URL (NOTE: May not be called under all circumstances) * * @param TravelURL: The URL which could not be travelled to * @param Error: The error message for the failed travel * @param ErrorCode: A 'code' for easily identifying specific travel errors in script */ simulated event TravelFailed(string TravelURL, string Error, optional string ErrorCode) { LastTravelErrorURL = TravelURL; LastTravelErrorCode = ErrorCode; if (Game != none) Game.TravelFailed(TravelURL, Error, ErrorCode); } // // ensure the DefaultPhysicsVolume class is loaded. // function ThisIsNeverExecuted(DefaultPhysicsVolume P) { P = None; } simulated function PreBeginPlay() { local class<EmitterPool> PoolClass; local class<DecalManager> DecalManagerClass; Super.PreBeginPlay(); // create the emitter pool and decal manager if (WorldInfo.NetMode != NM_DedicatedServer) { if (EmitterPoolClassPath != "") { PoolClass = class<EmitterPool>(DynamicLoadObject(EmitterPoolClassPath, class'Class')); if (PoolClass != None) { MyEmitterPool = Spawn(PoolClass, self,, vect(0,0,0), rot(0,0,0)); } } if (DecalManagerClassPath != "") { DecalManagerClass = class<DecalManager>(DynamicLoadObject(DecalManagerClassPath, class'Class')); if (DecalManagerClass != None) { MyDecalManager = Spawn(DecalManagerClass, self,, vect(0,0,0), rot(0,0,0)); } } } } simulated function PostBeginPlay() { Super.PostBeginPlay(); if (IsConsoleBuild()) { bUseConsoleInput = true; } } /** * Reset actor to initial state - used when restarting level without reloading. */ function Reset() { // perform garbage collection of objects (not done during gameplay) //ConsoleCommand("OBJ GARBAGE"); Super.Reset(); } //----------------------------------------------------------------------------- // Network replication. replication { if( bNetDirty && Role==ROLE_Authority ) Pauser, TimeDilation, WorldGravityZ, bHighPriorityLoading; } /** returns all NavigationPoints in the NavigationPointList that are of the specified class or a subclass * @note this function cannot be used during level startup because the NavigationPointList is created in C++ ANavigationPoint::PreBeginPlay() * @param BaseClass the base class of NavigationPoint to return * @param (out) N the returned NavigationPoint for each iteration */ native final iterator function AllNavigationPoints(class<NavigationPoint> BaseClass, out NavigationPoint N); /** returns all NavigationPoints whose cylinder intersects with a sphere of the specified radius at the specified point * this function uses the navigation octree and is therefore fast for reasonably small radii * @note this function cannot be used during level startup because the navigation octree is populated in C++ ANavigationPoint::PreBeginPlay() * @param BaseClass the base class of NavigationPoint to return * @param (out) N the returned NavigationPoint for each iteration * @param Radius the radius to search in */ native final iterator function RadiusNavigationPoints(class<NavigationPoint> BaseClass, out NavigationPoint N, vector Point, float Radius); /** returns a list of NavigationPoints and ReachSpecs that intersect with the given point and extent * @param Point point to check * @param Extent box extent to check * @param (optional, out) Navs list of NavigationPoints that intersect * @param (optional, out) Specs list of ReachSpecs that intersect */ native final noexport function NavigationPointCheck(vector Point, vector Extent, optional out array<NavigationPoint> Navs, optional out array<ReachSpec> Specs); /** returns all Controllers in the ControllerList that are of the specified class or a subclass * @note this function is only useful on the server; if you need the local player on a client, use Actor::LocalPlayerControllers() * @param BaseClass the base class of Controller to return * @param (out) C the returned Controller for each iteration */ native final iterator function AllControllers(class<Controller> BaseClass, out Controller C); /** returns all Pawns in the PawnList that are of the specified class or a subclass * @note: useful on both client and server; pawns are added/removed from pawnlist in PostBeginPlay (on clients, only relevant pawns will be available) * @param BaseClass the base class of Pawn to return * @param (out) P the returned Pawn for each iteration * @param (optional) TestLocation is the world location used if * TestRadius > 0 * @param (optional) TestRadius is the radius checked against * using TestLocation, skipping any pawns not within that * value */ native final iterator function AllPawns(class<Pawn> BaseClass, out Pawn P, optional vector TestLocation, optional float TestRadius); /** * Called by GameInfo.StartMatch, used to notify native classes of match startup (such as Kismet). */ native final function NotifyMatchStarted(optional bool bShouldActivateLevelStartupEvents=true, optional bool bShouldActivateLevelBeginningEvents=true, optional bool bShouldActivateLevelLoadedEvents=false); /** asynchronously loads the given levels in preparation for a streaming map transition. * This codepath is designed for worlds that heavily use level streaming and gametypes where the game state should * be preserved through a transition. * @param LevelNames the names of the level packages to load. LevelNames[0] will be the new persistent (primary) level */ native final function PrepareMapChange(const out array<name> LevelNames); /** returns whether there's a map change currently in progress */ native final function bool IsPreparingMapChange(); /** if there is a map change being prepared, returns whether that change is ready to be committed * (if no change is pending, always returns false) */ native final function bool IsMapChangeReady(); /** actually performs the map transition prepared by PrepareMapChange() * it happens in the next tick to avoid GC issues * if a map change is being prepared but isn't ready yet, the transition code will block until it is * wait until IsMapChangeReady() returns true if this is undesired behavior */ native final function CommitMapChange(optional bool bShouldSkipLevelStartupEvent=FALSE,optional bool bShouldSkipLevelBeginningEvent=FALSE); /** seamlessly travels to the given URL by first loading the entry level in the background, * switching to it, and then loading the specified level. Does not disrupt network communication or disconnet clients. * You may need to implement GameInfo::GetSeamlessTravelActorList(), PlayerController::GetSeamlessTravelActorList(), * GameInfo::PostSeamlessTravel(), and/or GameInfo::HandleSeamlessTravelPlayer() to handle preserving any information * that should be maintained (player teams, etc) * This codepath is designed for worlds that use little or no level streaming and gametypes where the game state * is reset/reloaded when transitioning. (like UT) * @param URL the URL to travel to; must be relative to the current URL (same server) */ native final function SeamlessTravel(string URL, optional bool bAbsolute); /** @return whether we're currently in a seamless transition */ native final function bool IsInSeamlessTravel(); /** this function allows pausing the seamless travel in the middle, * right before it starts loading the destination (i.e. while in the transition level) * this gives the opportunity to perform any other loading tasks before the final transition * this function has no effect if we have already started loading the destination (you will get a log warning if this is the case) * @param bNowPaused - whether the transition should now be paused */ native final function SetSeamlessTravelMidpointPause(bool bNowPaused); /** @return the current MapInfo that should be used. May return one of the inner StreamingLevels' MapInfo if a streaming level * transition has occurred via PrepareMapChange() */ native final function MapInfo GetMapInfo(); /** sets the current MapInfo to the passed in one */ native final function SetMapInfo(MapInfo NewMapInfo); /** * @Returns the name of the current map */ native final function string GetMapName(optional bool bIncludePrefix); /** @return Returns true if the specified map file exists * NOTE: Treats the input string as a URL, so it's safe to input "WAR-Torlan?LinkSetup=blah" etc. */ native static final function bool MapExists(string MapName); /** @return the current detail mode */ native final function EDetailMode GetDetailMode(); /** @return whether a demo is being recorded */ native final function bool IsRecordingDemo(); defaultproperties { DefaultPostProcessSettings=(bEnableBloom=True,bEnableSceneEffect=True,Bloom_Scale=0.200000,Bloom_InterpolationDuration=1.000000,DOF_FalloffExponent=4.000000,DOF_BlurKernelSize=12.000000,DOF_MaxFarBlurAmount=1.000000,DOF_ModulateBlurColor=(B=255,G=255,R=255,A=255),DOF_FocusInnerRadius=2000.000000,DOF_InterpolationDuration=1.000000,MotionBlur_MaxVelocity=1.000000,MotionBlur_Amount=0.500000,MotionBlur_FullMotionBlur=True,MotionBlur_CameraRotationThreshold=45.000000,MotionBlur_CameraTranslationThreshold=10000.000000,MotionBlur_InterpolationDuration=1.000000,Scene_HighLights=(X=1.000000,Y=1.000000,Z=1.000000),Scene_MidTones=(X=1.000000,Y=1.000000,Z=1.000000),Scene_InterpolationDuration=1.000000) SquintModeKernelSize=128.000000 DefaultReverbSettings=(Volume=0.500000,FadeTime=2.000000) TimeDilation=1.000000 DemoPlayTimeDilation=1.000000 VisibleGroups="None" DefaultTexture=Texture2D'EngineResources.DefaultTexture' WhiteSquareTexture=Texture2D'EngineResources.WhiteSquareTexture' LargeVertex=Texture2D'EngineResources.LargeVertex' BSPVertex=Texture2D'EngineResources.BSPVertex' StallZ=1000000.000000 DefaultGravityZ=-520.000000 RBPhysicsGravityScaling=2.000000 MoveRepSize=42.000000 PackedLightAndShadowMapTextureSize=1024 DefaultColorScale=(X=1.000000,Y=1.000000,Z=1.000000) LastMusicTrack=(Params=(FadeInTime=5.000000,FadeInVolumeLevel=1.000000,FadeOutTime=5.000000)) EmitterPoolClassPath="UTGame.UTEmitterPool" DecalManagerClassPath="UTGame.UTDecalManager" MaxPhysicsDeltaTime=0.333333 PhysicsTimings=(PrimarySceneTiming=(TimeStep=0.020000,MaxSubSteps=5),CompartmentTimingRigidBody=(TimeStep=0.020000,MaxSubSteps=2),CompartmentTimingFluid=(TimeStep=0.020000,MaxSubSteps=1),CompartmentTimingCloth=(bFixedTimeStep=True,TimeStep=0.020000,MaxSubSteps=2),CompartmentTimingSoftBody=(bFixedTimeStep=True,TimeStep=0.020000,MaxSubSteps=2)) RemoteRole=ROLE_SimulatedProxy bWorldGeometry=True bAlwaysRelevant=True bBlockActors=True bHiddenEd=True Name="Default__WorldInfo" ObjectArchetype=ZoneInfo'Engine.Default__ZoneInfo' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |