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UTGame.UTGame

Extends
GameInfo
Modifiers
config ( Game ) abstract native

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.GameInfo
         |   
         +-- UTGame.UTGame

Direct Known Subclasses:

UTDeathmatch

Constants Summary
CONTEXT_ALLOWKEYBOARD=11
CONTEXT_ALLOWKEYBOARD_ANY=2
CONTEXT_ALLOWKEYBOARD_NO=0
CONTEXT_ALLOWKEYBOARD_YES=1
CONTEXT_BOTSKILL=0
CONTEXT_BOTSKILL_ADEPT=5
CONTEXT_BOTSKILL_AUTOADJUSTSKILL=0
CONTEXT_BOTSKILL_AVERAGE=2
CONTEXT_BOTSKILL_EXPERIENCED=3
CONTEXT_BOTSKILL_GODLIKE=8
CONTEXT_BOTSKILL_INHUMAN=7
CONTEXT_BOTSKILL_MASTERFUL=6
CONTEXT_BOTSKILL_NOVICE=1
CONTEXT_BOTSKILL_SKILLED=4
CONTEXT_CAMPAIGN=9
CONTEXT_CAMPAIGN_NO=0
CONTEXT_CAMPAIGN_YES=1
CONTEXT_DEDICATEDSERVER=14
CONTEXT_DEDICATEDSERVER_NO=0
CONTEXT_DEDICATEDSERVER_YES=1
CONTEXT_EMPTYSERVER=13
CONTEXT_EMPTYSERVER_NO=0
CONTEXT_EMPTYSERVER_YES=1
CONTEXT_FORCERESPAWN=10
CONTEXT_FORCERESPAWN_NO=0
CONTEXT_FORCERESPAWN_YES=1
CONTEXT_FULLSERVER=12
CONTEXT_FULLSERVER_NO=0
CONTEXT_FULLSERVER_YES=1
CONTEXT_GAME_MODE=0x0000800B
CONTEXT_GAME_MODE_BETRAYAL=9
CONTEXT_GAME_MODE_CAMPAIGN=7
CONTEXT_GAME_MODE_CTF=1
CONTEXT_GAME_MODE_CUSTOM=6
CONTEXT_GAME_MODE_DM=0
CONTEXT_GAME_MODE_DUEL=5
CONTEXT_GAME_MODE_GREED=8
CONTEXT_GAME_MODE_TDM=4
CONTEXT_GAME_MODE_VCTF=3
CONTEXT_GAME_MODE_WAR=2
CONTEXT_GOALSCORE_10=1
CONTEXT_GOALSCORE_15=2
CONTEXT_GOALSCORE_20=3
CONTEXT_GOALSCORE_30=4
CONTEXT_GOALSCORE_5=0
CONTEXT_LOCKEDSERVER=7
CONTEXT_LOCKEDSERVER_NO=0
CONTEXT_LOCKEDSERVER_YES=1
CONTEXT_MAPNAME=1
CONTEXT_MAPNAME_ARSENAL=7
CONTEXT_MAPNAME_AVALANCHE=28
CONTEXT_MAPNAME_BIOHAZARD=8
CONTEXT_MAPNAME_CARBON_FIRE=9
CONTEXT_MAPNAME_COLDHARBOR=51
CONTEXT_MAPNAME_CONFRONTATION=62
CONTEXT_MAPNAME_CONTAINMENT=21
CONTEXT_MAPNAME_CONTAINMENTSP=22
CONTEXT_MAPNAME_CORET=1
CONTEXT_MAPNAME_CORRUPTION=23
CONTEXT_MAPNAME_CUSTOM=0
CONTEXT_MAPNAME_DARKMATCH=57
CONTEXT_MAPNAME_DECK=10
CONTEXT_MAPNAME_DEFIANCE=11
CONTEXT_MAPNAME_DEIMOS=12
CONTEXT_MAPNAME_DIESEL=13
CONTEXT_MAPNAME_DOWNTOWN=29
CONTEXT_MAPNAME_DOWNTOWNNECRIS=52
CONTEXT_MAPNAME_DUSK=30
CONTEXT_MAPNAME_EDENINC=59
CONTEXT_MAPNAME_FACINGWORLDS=47
CONTEXT_MAPNAME_FEARLESS=14
CONTEXT_MAPNAME_FLOODGATE=31
CONTEXT_MAPNAME_GATEWAY=15
CONTEXT_MAPNAME_HEAT_RAY=16
CONTEXT_MAPNAME_HOSTILE=63
CONTEXT_MAPNAME_HYDROSIS=2
CONTEXT_MAPNAME_ISLANDER=32
CONTEXT_MAPNAME_ISLANDERNECRIS=33
CONTEXT_MAPNAME_KARGO=24
CONTEXT_MAPNAME_KBARGE=45
CONTEXT_MAPNAME_LOSTCAUSE=53
CONTEXT_MAPNAME_MARKET_DISTRICT=34
CONTEXT_MAPNAME_MISSION_SELECTION=44
CONTEXT_MAPNAME_MORBIAS=46
CONTEXT_MAPNAME_MORBID=54
CONTEXT_MAPNAME_NANOBLACK=55
CONTEXT_MAPNAME_NECROPOLIS=25
CONTEXT_MAPNAME_OCEANRELIC=58
CONTEXT_MAPNAME_OMICRON_DAWN=3
CONTEXT_MAPNAME_ONYX_COAST=35
CONTEXT_MAPNAME_POWER_SURGE=36
CONTEXT_MAPNAME_RAILS=49
CONTEXT_MAPNAME_REFLECTION=4
CONTEXT_MAPNAME_RISING_SUN=17
CONTEXT_MAPNAME_SANCTUARY=18
CONTEXT_MAPNAME_SANDSTORM=26
CONTEXT_MAPNAME_SEARCHLIGHT=48
CONTEXT_MAPNAME_SENTINEL=19
CONTEXT_MAPNAME_SERENITY=37
CONTEXT_MAPNAME_SERENITYNECRIS=38
CONTEXT_MAPNAME_SHAFT=56
CONTEXT_MAPNAME_SHANGRILA=20
CONTEXT_MAPNAME_SINKHOLE=39
CONTEXT_MAPNAME_STRANDED=61
CONTEXT_MAPNAME_STRIDENT=5
CONTEXT_MAPNAME_SUSPENSE=27
CONTEXT_MAPNAME_SUSPENSE_NECRIS=50
CONTEXT_MAPNAME_TANK_CROSSING=40
CONTEXT_MAPNAME_TORLAN=41
CONTEXT_MAPNAME_TORLANLEVIATHAN=42
CONTEXT_MAPNAME_TORLANNECRIS=43
CONTEXT_MAPNAME_TURBINE=60
CONTEXT_MAPNAME_VERTEBRAE=6
CONTEXT_NUMBOTS_0=0
CONTEXT_NUMBOTS_1=1
CONTEXT_NUMBOTS_2=2
CONTEXT_NUMBOTS_3=3
CONTEXT_NUMBOTS_4=4
CONTEXT_NUMBOTS_5=5
CONTEXT_NUMBOTS_6=6
CONTEXT_NUMBOTS_7=7
CONTEXT_NUMBOTS_8=8
CONTEXT_PRESENCE_MENUPRESENCE=0
CONTEXT_PURESERVER=6
CONTEXT_PURESERVER_ANY=2
CONTEXT_PURESERVER_NO=0
CONTEXT_PURESERVER_YES=1
CONTEXT_TIMELIMIT_10=1
CONTEXT_TIMELIMIT_15=2
CONTEXT_TIMELIMIT_20=3
CONTEXT_TIMELIMIT_30=4
CONTEXT_TIMELIMIT_5=0
CONTEXT_VSBOTS=8
CONTEXT_VSBOTS_1_TO_1=2
CONTEXT_VSBOTS_1_TO_2=1
CONTEXT_VSBOTS_2_TO_1=4
CONTEXT_VSBOTS_3_TO_1=5
CONTEXT_VSBOTS_3_TO_2=3
CONTEXT_VSBOTS_4_TO_1=6
CONTEXT_VSBOTS_NONE=0
GS_CDKEY_PART_MAXLENGTH=4
GS_EMAIL_MAXLENGTH=50
GS_MESSAGE_MAXLENGTH=255
GS_PASSWORD_MAXLENGTH=30
GS_USERNAME_MAXLENGTH=15
PROPERTY_CUSTOMGAMEMODE=0x40000002
PROPERTY_CUSTOMMAPNAME=0x40000001
PROPERTY_CUSTOMMUTATORS=0x40000004
PROPERTY_CUSTOMMUTCLASSES=0x40000005
PROPERTY_EPICMUTATORS=0x10000105
PROPERTY_GOALSCORE=0x100000F8
PROPERTY_LEADERBOARDRATING=0x20000004
PROPERTY_NUMBOTS=0x100000F7
PROPERTY_NUMBOTSIA=0x100000FA
PROPERTY_SERVERDESCRIPTION=0x40000003
PROPERTY_STEAMID=0x10000200
PROPERTY_STEAMVAC=0x10000201
PROPERTY_TIMELIMIT=0x100000F9
QUERY_BETRAYAL=8
QUERY_CAMPAIGN=6
QUERY_CTF=2
QUERY_DM=0
QUERY_DUEL=5
QUERY_GREED=7
QUERY_TDM=1
QUERY_VCTF=3
QUERY_WAR=4
STATS_VIEW_DM_PLAYER_ALLTIME=1
STATS_VIEW_DM_RANKED_ALLTIME=2
STATS_VIEW_DM_VEHICLES_ALLTIME=4
STATS_VIEW_DM_VEHICLES_RANKED_ALLTIME=6
STATS_VIEW_DM_VEHICLEWEAPONS_ALLTIME=5
STATS_VIEW_DM_VEHICLEWEAPONS_RANKED_ALLTIME=7
STATS_VIEW_DM_WEAPONS_ALLTIME=3
STATS_VIEW_DM_WEAPONS_RANKED_ALLTIME=8

Variables Summary
stringAcronym
array<ActiveBotInfo>ActiveBots
floatAdjustedDifficulty
boolbAdminModifiedOptions
boolbAllowHoverboard
boolbAllowKeyboardAndMouse
boolbAllowMapVoting
boolbAllowTranslocator
boolbAutoNumBots
boolbBadSinglePlayerBotNames
boolbBlockTeamChangeMessages
boolbConsoleServer
boolbCustomBots
boolbDemoMode
UTProj_TransDiscBeaconList
boolbExportMenuData
boolbExtraHealth
boolbFinalStartup
boolbFirstBlood
boolbForceMidGameMenuAtStart
boolbForceRespawn
boolbHeavyArmor
boolbIgnoreTeamForVoiceChat
boolbMidGameHasMap
boolbMidGameMapVoting
boolbMustHaveMultiplePlayers
boolbMustJoinBeforeStart
boolbNecrisLocked
boolbNoCustomCharacters
class<UTBot>BotClass
floatBotRatio
boolbOverTimeBroadcast
boolbPlayedFiveKills
boolbPlayedOneKill
boolbPlayedTenKills
boolbPlayerBecameActive
boolbPlayersMustBeReady
boolbPlayersVsBots
boolbQuickStart
boolbScoreDeaths
boolbShouldPostRenderEnemyPawns
boolbSkipPlaySound
boolbSoaking
boolbStartedCountDown
boolbStartWithLockerWeaps
boolbTeamScoreRounds
boolbTempForceRespawn
boolbUndrivenVehicleDamage
boolbWaitForNetPlayers
boolbWarmupRound
boolbWeaponStay
intClientProcessingTimeout
class<PlayerController>ConsolePlayerControllerClass
intCountDown
array<GameTypePrefix>CustomMapPrefixes
stringDefaultEnemyRosterClass
array<class<Inventory>>DefaultInventory
array<GameTypePrefix>DefaultMapPrefixes
intDefaultMaxLives
stringDemoPrefix
stringDescription
intDesiredPlayerCount
floatDMBeaconMaxDist
actorEndGameFocus
intEndMessageCounter
intEndMessageWait
stringEndOfMatchRulesTemplateStr_Scoring
stringEndOfMatchRulesTemplateStr_ScoringSingle
stringEndOfMatchRulesTemplateStr_Time
floatEndTime
floatEndTimeDelay
UTTeamInfoEnemyRoster
stringEnemyRosterName
array<GameMapCycle>GameSpecificMapCycles
stringGameUMenuType
intInitialVoteDelay
floatLastEncouragementTime
floatLastManDownTime
NavigationPointLastPlayerStartSpot
NavigationPointLastStartSpot
intLateEntryLives
array<MapContextMapping>MapContexts
intMapCycleIndex
UTMapListManagerMapListManager
stringMapListManagerClassName
array<string>MapPrefixes
intMapVotePercentage
UTUISceneMidGameMenuTemplate
nameMidgameScorePanelTag
intMinMapVotes
intMinNetPlayers
intNetWait
intNextPickupIndex
intNumDivertedOpponents
intPendingMatchElapsedTime
intPlayerDeaths
intPlayerKills
intRestartWait
stringRulesMenuType
NavigationPointScriptedStartSpot
intServerSkillLevel
intSinglePlayerMissionID
PawnSniper
floatSpawnProtectionTime
SpeechRecognitionSpeechRecognitionData
byteStartupStage
class<Inventory>TranslocatorClass
UTVehicleVehicleList
class<UTVictoryMessage>VictoryMessageClass
UTVoteCollectorVoteCollector
stringVoteCollectorClassName
intVoteDuration
intWarmupRemaining
intWarmupTime
byteWeaponTauntUsed[20]
stringWebServerClassName
ActorWebServerObject
UTGame
intMaxCustomChars
intResetCountDown
intResetTimeDelay
Inherited Variables from Engine.GameInfo
AccessControl, AccessControlClass, AdjustedNetSpeed, ArbitrationHandshakeTimeout, ArbitrationPCs, AutomatedPerfRemainingTime, bAdminCanPause, bAllowSplitscreenPlayers, bAlreadyChanged, BaseMutator, bAutoContinueToNextRound, bAutomatedPerfTesting, bChangeLevels, bCheckingForFragmentation, bCheckingForMemLeaks, bDelayedStart, bDisableGamespyLogs, bDoFearCostFallOff, bDoingAFlyThrough, bFixedPlayerStart, bForceNoSeamlessTravel, bGameEnded, bGameRestarted, bHasArbitratedHandshakeBegun, bHasEndGameHandshakeBegun, bHasNetworkError, bIsEndGameHandshakeComplete, bKickLiveIdlers, bKickMissingCDHashKeys, bLevelChange, bLoggingGame, bNeedsEndGameHandshake, bOverTime, bPauseable, bRequiresPushToTalk, bRestartLevel, BroadcastHandler, BroadcastHandlerClass, bTeamGame, BugLocString, BugRotString, bUseSeamlessTravel, bUsingArbitration, bWaitingToStartMatch, CoverReplicatorBase, CurrentFriendId, CurrentID, DeathMessageClass, DefaultPawnClass, DefaultPlayerName, DialogueManager, DialogueManagerClass, FearCostFallOff, GameDifficulty, GameInterface, GameMessageClass, GameName, GameReplicationInfo, GameReplicationInfoClass, GameRulesModifiers, GameSettings, GameSpeed, GoalScore, GoreLevel, HUDType, InactivePRIArray, LastAutoReconnectMessageTime, LastNetSpeedUpdateTime, MaxChildConnections, MaxClientTravelTime, MaxDynamicBandwidth, MaxIdleTime, MaxLives, MaxPlayers, MaxPlayersAllowed, MaxSpectators, MaxSpectatorsAllowed, MaxTimeMargin, MinDynamicBandwidth, MinTimeMargin, NumBots, NumPlayers, NumSpectators, NumTravellingPlayers, OnlineGameSettingsClass, OnlineStatsWriteClass, OnlineSub, Pausers, PendingArbitrationPCs, PlayerControllerClass, PlayerReplicationInfoClass, ScoreBoardType, ServerOptions, TimeLimit, TimeMarginSlack, TimeToWaitForHashKey, TotalNetBandwidth

Enumerations Summary
EVoiceChannel
VC_Spectators, VC_Team1, VC_Team2

Structures Summary
ActiveBotInfo
BotName, bInUse
GameMapCycle
GameClassName, Maps
GameTypePrefix
Prefix, GameType, AdditionalGameTypes
MapContextMapping
MapName, MapContextId, bIsValidAchievementMap, bIsUT3GoldMap
Inherited Structures from Engine.Info
KeyValuePair, PlayerResponseLine, ServerResponseLine

Functions Summary
function ActivateVehicleFactory (UTVehicleFactory VF))
functionUTBot AddBot (optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex))
function AddBots (int Num))
function AddDefaultInventory (pawn PlayerPawn ))
function AddInitialBots ()))
function AddMutator (string mutname, optional bool bUserAdded))
functionUTBot AddNamedBot (string BotName, optional bool bUseTeamIndex, optional int TeamIndex))
function AdjustSkill (AIController B, PlayerController P, bool bWinner))
functionbool AllowBecomeActivePlayer (PlayerController P))
functionbool AllowBecomeHero (UTPlayerReplicationInfo PendingHeroPRI))
functionbool AllowCheats (PlayerController P))
functionbool AllowClientToTeleport (UTPlayerReplicationInfo ClientPRI, Actor DestinationActor))
functionbool AllowMutator (string MutatorClassName ))
function AssignHoverboard (UTPawn P))
functionbool AtCapacity (bool bSpectator))
functionbool BecomeSpectator (PlayerController P))
function BeginState (Name PreviousStateName))
MatchInProgress
function BeginState (Name PreviousStateName))
MatchOver
function BeginState (Name PreviousStateName))
PendingMatch
event BeginState (name PreviousStateName))
RoundOver
function BroadcastDeathMessage (Controller Killer, Controller Other, class<DamageType> DamageType))
function CampaignSkillAdjust (UTBot aBot))
functionbool CanDisableObjective (UTGameObjective GO ))
functionbool CanSpectate (PlayerController Viewer, PlayerReplicationInfo ViewTarget ))
function ChangeName (Controller Other, string S, bool bNameChange))
functionbool ChangeTeam (Controller Other, int Num, bool bNewTeam))
MatchInProgress
functionbool ChangeTeam (Controller Other, int num, bool bNewTeam))
MatchOver
functionbool ChangeTeam (Controller Other, int Num, bool bNewTeam))
RoundOver
functionbool CheckEndGame (PlayerReplicationInfo Winner, string Reason))
function CheckLives ()
PendingMatch
functionbool CheckMaxLives (PlayerReplicationInfo Scorer))
functionbool CheckScore (PlayerReplicationInfo Scorer))
functionbool CheckScore (PlayerReplicationInfo Scorer)
PendingMatch
functionbool CheckTeamSize ()))
functionPlayerStart ChoosePlayerStart (Controller Player, optional byte InTeam ))
function ContinueSeamlessTravel ()))
functionint ConvertMapNameToContext (string MapName))
functionint CurrentPlayerCount ()
functionstring DecodeEvent (name EventType, int TeamNo, string InstigatorName, string AdditionalName, class<object> AdditionalObj))
function DiscardInventory (Pawn Other, optional controller Killer ))
function DoEndGameMapVote ()))
function DoMapVote ()
functionbool DominatingVictory ()))
function DriverEnteredVehicle (Vehicle V, Pawn P))
function DriverLeftVehicle (Vehicle V, Pawn P))
function EndGame (PlayerReplicationInfo Winner, string Reason ))
function EndRound (Actor EndRoundFocus))
function EndSpree (UTPlayerReplicationInfo Killer, UTPlayerReplicationInfo Other))
function EndState (Name NextStateName))
PendingMatch
function FindNewObjectives (UTGameObjective DisabledObjective)
functionNavigationPoint FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName))
functionbool ForceRespawn ()))
functionActor GetAutoObjectiveFor (UTPlayerController PC)
functionUTMutator GetBaseUTMutator ()))
eventstring GetBeaconText ()))
functionUTWeaponLocker GetBestLocker (Pawn PlayerPawn))
functionint GetBotSkillLevel ()))
functionUTTeamInfo GetBotTeam (optional int TeamBots, ptional bool bUseTeamIndex, ptional int TeamIndex))
functionint GetCurrentMapCycleIndex (const out array<string> MapList))
functionstring GetEndGameConditionRule ()))
functionstring GetEndOfMatchRules (int InGoalScore, int InTimeLimit))
functionint GetHandicapNeed (Pawn Other))
functionbool GetLocationFor (Pawn StatusPawn, out Actor LocationObject, out int MessageIndex, int LocationSpeechOffset))
functionstring GetMapTypeRule ()))
functionstring GetNextMap ()))
functionint GetNextPickupIndex ()))
event GetSeamlessTravelActorList (bool bToEntry, out array<Actor> ActorList))
functionbool GetSinglePlayerResult ()))
functionbool GetTravelType ()))
event HandleSeamlessTravelPlayer (out Controller C))
event InitGame (string Options, out string ErrorMessage ))
function InitGameReplicationInfo ()))
function InitializeBot (UTBot NewBot, UTTeamInfo BotTeam, const out CharacterInfo BotInfo))
function InitializeMapListManager (optional string MLMOverrideClass))
function InitializeVoteCollector ()))
functionbool InitialProcessingIsComplete ()))
functionbool IsAWinner (PlayerController C))
functionbool IsLowGoreVersion ()
functionbool IsMPOrHardBotsGame ()))
functionbool IsPureGame ()
functionbool IsValidMutatorsForLikeTheBackOfMyHand ()
functionbool JustStarted (float MaxElapsedTime))
function KillBot (UTBot B))
function KillBots ()))
function Killed (Controller Killer, Controller KilledPlayer, Pawn KilledPawn, class damageType ))
function KillOthers ()))
function KillThis ()))
functionint LevelRecommendedPlayers ()))
eventPlayerController Login (string Portal, string Options, out string ErrorMessage))
function Logout (controller Exiting))
functionbool MatchIsInProgress ()))
functionbool MatchIsInProgress ()))
MatchInProgress
functionbool NeedPlayers ()))
functionbool NeedPlayers ()))
MatchOver
function NotifyNavigationChanged (NavigationPoint N))
function NotifySpree (UTPlayerReplicationInfo Other, int num))
function ObjectiveDisabled (UTGameObjective DisabledObjective)
functionint OrderToIndex (int Order))
functionbool PickupQuery (Pawn Other, class<Inventory> ItemClass, Actor Pickup))
function PlayEndOfMatchMessage ()))
function PlayRegularEndOfMatchMessage ()))
function PlayStartupMessage ()))
function PostBeginPlay ()))
event PostLogin (playercontroller NewPlayer ))
event PostLogin (PlayerController NewPlayer))
MatchOver
event PostSeamlessTravel ()))
event PreLogin (string Options, string Address, out string ErrorMessage))
function ProcessServerTravel (string URL, optional bool bAbsolute))
function ProcessSpeechRecognition (UTPlayerController Speaker, const out array<SpeechRecognizedWord> Words))
function ProvideHeroBonus ()))
functionfloat RatePlayerStart (PlayerStart P, byte Team, Controller Player))
function ReduceDamage (out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class DamageType ))
function ReduceDamage (out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class DamageType ))
MatchOver
function RegisterServer ()))
function RegisterVehicle (UTVehicle V))
function RemoveOption (out string Options, string InKey ))
function RemovePlayerFromMuteLists (UTPlayerController PC ))
function Reset ()))
function ResetAllPlayerMuteListsToSpectatorChannel ()))
function ResetLevel ()))
MatchOver
function ResetLevel ()))
RoundOver
function RestartGame ()))
function RestartPlayer (Controller aPlayer))
function RestartPlayer (Controller aPlayer))
MatchOver
function RestartPlayer (Controller aPlayer))
PendingMatch
function ScoreFlag (Controller Scorer, UTCTFFlag theFlag)
PendingMatch
function ScoreKill (Controller Killer, Controller Other))
function ScoreKill (Controller Killer, Controller Other))
MatchOver
function ScoreKill (Controller Killer, Controller Other)
PendingMatch
function SetAlias (Controller Other, string NewAlias))
function SetEndGameFocus (PlayerReplicationInfo Winner))
function SetGameSpeed (Float T ))
eventclass<GameInfoSetGameType (string MapName, string Options))
functionbool SetPause (PlayerController PC, optional delegate<CanUnpause> CanUnpauseDelegate))
function SetupPlayerMuteList (UTPlayerController PC, bool bForceSpectatorChannel ))
function ShotTeammate (UTBetrayalPRI InstigatorPRI, UTBetrayalPRI HitPRI, Pawn ShotInstigator, Pawn HitPawn)
functionbool ShouldRespawn (PickupFactory Other))
function ShowPathTo (PlayerController P, int TeamNum)
functionUTBot SinglePlayerAddBot (optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex))
function SkipCinematics (PlayerController PC))
functionbool SkipPlaySound ()))
function SortPlayerScores (out array<OnlinePlayerScore> PlayerScores)
functionbool SpaceAvailable (UTBot InBot))
functionUTBot SpawnBot (optional string botName, ptional bool bUseTeamIndex, optional int TeamIndex))
functionfloat SpawnWait (AIController B))
function StartMatch ()))
function Timer ()))
MatchInProgress
function Timer ()))
MatchOver
function Timer ()))
PendingMatch
event Timer ()))
RoundOver
functionbool TooManyBots (Controller botToRemove))
function TrackMemoryFunctor ()))
function TravelFailed (string TravelURL, string Error, optional string ErrorCode))
function UpdateGameplayMuteList (PlayerController PC ))
function UpdateGameSettings ()))
function UpdateGameSettingsCounts ()))
function UpdateWeaponAwards ()))
MatchOver
function ViewObjective (PlayerController PC))
functionbool WantFastSpawnFor (AIController B))
function WriteOnlinePlayerScores ()))
Inherited Functions from Engine.GameInfo
AcceptInventory, AddDefaultInventory, AddGameRules, AddInactivePRI, AddMutator, AddObjectiveScore, AllowCheats, AllowMutator, ArbitrationRegistrationComplete, ArbitrationTimeout, AtCapacity, AttemptReconnect, BeginPlay, Broadcast, BroadcastDeathMessage, BroadcastLocalized, BroadcastLocalizedTeam, BroadcastTeam, CalculatedNetSpeed, CanLeaveVehicle, CanSpectate, ChangeName, ChangeTeam, CheckEndGame, CheckModifiedEndGame, CheckRelevance, CheckScore, ChoosePlayerStart, ClearAutoLoginDelegates, ClearPause, CurrentPlayerCount, DebugPause, DiscardInventory, DoNavFearCostFallOff, DriverEnteredVehicle, DriverLeftVehicle, EnableAutoReconnect, EndGame, EndState, FindInactivePRI, FindPlayerByID, FindPlayerStart, GameEnding, GetBeaconText, GetCoverReplicator, GetDefaultPlayerClass, GetIntOption, GetKeyValue, GetNetworkNumber, GetNextMap, GetNextPlayerID, GetNumPlayers, GetSeamlessTravelActorList, GetServerPort, GetTravelType, GrabOption, HandleSeamlessTravelPlayer, HasOption, InitGame, InitGameReplicationInfo, Kick, KickBan, KickIdler, KillBots, Killed, Login, Logout, MatchIsInProgress, MatineeCancelled, ModifyScoreKill, Mutate, NotifyArbitratedMatchEnd, NotifyKilled, NotifyNavigationChanged, OnConnectionStatusChange, OnDestroyOnlineGameComplete, OnLoginChange, OnLoginFailed, OnServerCreateComplete, OnStartOnlineGameComplete, OverridePRI, ParseKillMessage, ParseMessageString, ParseOption, PickFriendTeam, PickTeam, PickupQuery, PlayerCanRestart, PlayerCanRestartGame, PostBeginPlay, PostCommitMapChange, PostLogin, PostSeamlessTravel, PreBeginPlay, PreCommitMapChange, PreExit, PreLogin, PreventDeath, ProcessClientDataWriteCompletion, ProcessClientRegistrationCompletion, ProcessEndGameHandshake, ProcessServerLogin, ProcessServerTravel, RatePlayerStart, RecalculateSkillRating, ReduceDamage, RegisterServer, RegisterServerForArbitration, RemoveMutator, ReplicateStreamingStatus, RequiresPassword, Reset, ResetLevel, ResetLog, RestartGame, RestartPlayer, ScoreKill, ScoreObjective, SendPlayer, ServerWriteArbitrationEndGameData, SessionBan, SetGameSpeed, SetGameType, SetPause, SetPlayerDefaults, ShouldReset, ShouldRespawn, ShouldSpawnAtStartSpot, SpawnDefaultPawnFor, StartArbitratedMatch, StartArbitrationRegistration, StartBots, StartHumans, StartMatch, StartOnlineGame, SwapPlayerControllers, Timer, TravelFailed, UpdateGameplayMuteList, UpdateGameSettings, UpdateGameSettingsCounts, UpdateNetSpeeds, UseLowGore, WriteOnlinePlayerScores, WriteOnlineStats

States Summary
MatchInProgress Source code
state MatchInProgress
BeginState, ChangeTeam, MatchIsInProgress, Timer
MatchOver Source code
state MatchOver
BeginState, ChangeTeam, NeedPlayers, PostLogin, ReduceDamage, ResetLevel, RestartPlayer, ScoreKill, Timer, UpdateWeaponAwards
PendingMatch Source code
auto state PendingMatch
BeginState, CheckLives, CheckScore, EndState, RestartPlayer, ScoreFlag, ScoreKill, Timer
RoundOver Source code
state RoundOver extends MatchOver
BeginState, ChangeTeam, ResetLevel, Timer


Constants Detail

CONTEXT_ALLOWKEYBOARD Source code

const CONTEXT_ALLOWKEYBOARD = 11;

CONTEXT_ALLOWKEYBOARD_ANY Source code

const CONTEXT_ALLOWKEYBOARD_ANY = 2;

CONTEXT_ALLOWKEYBOARD_NO Source code

const CONTEXT_ALLOWKEYBOARD_NO = 0;

CONTEXT_ALLOWKEYBOARD_YES Source code

const CONTEXT_ALLOWKEYBOARD_YES = 1;

CONTEXT_BOTSKILL Source code

const CONTEXT_BOTSKILL = 0;

CONTEXT_BOTSKILL_ADEPT Source code

const CONTEXT_BOTSKILL_ADEPT = 5;

CONTEXT_BOTSKILL_AUTOADJUSTSKILL Source code

const CONTEXT_BOTSKILL_AUTOADJUSTSKILL = 0;

CONTEXT_BOTSKILL_AVERAGE Source code

const CONTEXT_BOTSKILL_AVERAGE = 2;

CONTEXT_BOTSKILL_EXPERIENCED Source code

const CONTEXT_BOTSKILL_EXPERIENCED = 3;

CONTEXT_BOTSKILL_GODLIKE Source code

const CONTEXT_BOTSKILL_GODLIKE = 8;

CONTEXT_BOTSKILL_INHUMAN Source code

const CONTEXT_BOTSKILL_INHUMAN = 7;

CONTEXT_BOTSKILL_MASTERFUL Source code

const CONTEXT_BOTSKILL_MASTERFUL = 6;

CONTEXT_BOTSKILL_NOVICE Source code

const CONTEXT_BOTSKILL_NOVICE = 1;

CONTEXT_BOTSKILL_SKILLED Source code

const CONTEXT_BOTSKILL_SKILLED = 4;

CONTEXT_CAMPAIGN Source code

const CONTEXT_CAMPAIGN = 9;

CONTEXT_CAMPAIGN_NO Source code

const CONTEXT_CAMPAIGN_NO = 0;

CONTEXT_CAMPAIGN_YES Source code

const CONTEXT_CAMPAIGN_YES = 1;

CONTEXT_DEDICATEDSERVER Source code

const CONTEXT_DEDICATEDSERVER = 14;

CONTEXT_DEDICATEDSERVER_NO Source code

const CONTEXT_DEDICATEDSERVER_NO = 0;

CONTEXT_DEDICATEDSERVER_YES Source code

const CONTEXT_DEDICATEDSERVER_YES = 1;

CONTEXT_EMPTYSERVER Source code

const CONTEXT_EMPTYSERVER = 13;

CONTEXT_EMPTYSERVER_NO Source code

const CONTEXT_EMPTYSERVER_NO = 0;

CONTEXT_EMPTYSERVER_YES Source code

const CONTEXT_EMPTYSERVER_YES = 1;

CONTEXT_FORCERESPAWN Source code

const CONTEXT_FORCERESPAWN = 10;

CONTEXT_FORCERESPAWN_NO Source code

const CONTEXT_FORCERESPAWN_NO = 0;

CONTEXT_FORCERESPAWN_YES Source code

const CONTEXT_FORCERESPAWN_YES = 1;

CONTEXT_FULLSERVER Source code

const CONTEXT_FULLSERVER = 12;

CONTEXT_FULLSERVER_NO Source code

const CONTEXT_FULLSERVER_NO = 0;

CONTEXT_FULLSERVER_YES Source code

const CONTEXT_FULLSERVER_YES = 1;

CONTEXT_GAME_MODE Source code

const CONTEXT_GAME_MODE = 0x0000800B;

CONTEXT_GAME_MODE_BETRAYAL Source code

const CONTEXT_GAME_MODE_BETRAYAL = 9;

CONTEXT_GAME_MODE_CAMPAIGN Source code

const CONTEXT_GAME_MODE_CAMPAIGN = 7;

CONTEXT_GAME_MODE_CTF Source code

const CONTEXT_GAME_MODE_CTF = 1;

CONTEXT_GAME_MODE_CUSTOM Source code

const CONTEXT_GAME_MODE_CUSTOM = 6;

CONTEXT_GAME_MODE_DM Source code

const CONTEXT_GAME_MODE_DM = 0;

CONTEXT_GAME_MODE_DUEL Source code

const CONTEXT_GAME_MODE_DUEL = 5;

CONTEXT_GAME_MODE_GREED Source code

const CONTEXT_GAME_MODE_GREED = 8;

CONTEXT_GAME_MODE_TDM Source code

const CONTEXT_GAME_MODE_TDM = 4;

CONTEXT_GAME_MODE_VCTF Source code

const CONTEXT_GAME_MODE_VCTF = 3;

CONTEXT_GAME_MODE_WAR Source code

const CONTEXT_GAME_MODE_WAR = 2;

CONTEXT_GOALSCORE_10 Source code

const CONTEXT_GOALSCORE_10 = 1;

CONTEXT_GOALSCORE_15 Source code

const CONTEXT_GOALSCORE_15 = 2;

CONTEXT_GOALSCORE_20 Source code

const CONTEXT_GOALSCORE_20 = 3;

CONTEXT_GOALSCORE_30 Source code

const CONTEXT_GOALSCORE_30 = 4;

CONTEXT_GOALSCORE_5 Source code

const CONTEXT_GOALSCORE_5 = 0;

CONTEXT_LOCKEDSERVER Source code

const CONTEXT_LOCKEDSERVER = 7;

CONTEXT_LOCKEDSERVER_NO Source code

const CONTEXT_LOCKEDSERVER_NO = 0;

CONTEXT_LOCKEDSERVER_YES Source code

const CONTEXT_LOCKEDSERVER_YES = 1;

CONTEXT_MAPNAME Source code

const CONTEXT_MAPNAME = 1;

CONTEXT_MAPNAME_ARSENAL Source code

const CONTEXT_MAPNAME_ARSENAL = 7;

CONTEXT_MAPNAME_AVALANCHE Source code

const CONTEXT_MAPNAME_AVALANCHE = 28;

CONTEXT_MAPNAME_BIOHAZARD Source code

const CONTEXT_MAPNAME_BIOHAZARD = 8;

CONTEXT_MAPNAME_CARBON_FIRE Source code

const CONTEXT_MAPNAME_CARBON_FIRE = 9;

CONTEXT_MAPNAME_COLDHARBOR Source code

const CONTEXT_MAPNAME_COLDHARBOR = 51;

CONTEXT_MAPNAME_CONFRONTATION Source code

const CONTEXT_MAPNAME_CONFRONTATION = 62;

CONTEXT_MAPNAME_CONTAINMENT Source code

const CONTEXT_MAPNAME_CONTAINMENT = 21;

CONTEXT_MAPNAME_CONTAINMENTSP Source code

const CONTEXT_MAPNAME_CONTAINMENTSP = 22;

CONTEXT_MAPNAME_CORET Source code

const CONTEXT_MAPNAME_CORET = 1;

CONTEXT_MAPNAME_CORRUPTION Source code

const CONTEXT_MAPNAME_CORRUPTION = 23;

CONTEXT_MAPNAME_CUSTOM Source code

const CONTEXT_MAPNAME_CUSTOM = 0;

CONTEXT_MAPNAME_DARKMATCH Source code

const CONTEXT_MAPNAME_DARKMATCH = 57;

CONTEXT_MAPNAME_DECK Source code

const CONTEXT_MAPNAME_DECK = 10;

CONTEXT_MAPNAME_DEFIANCE Source code

const CONTEXT_MAPNAME_DEFIANCE = 11;

CONTEXT_MAPNAME_DEIMOS Source code

const CONTEXT_MAPNAME_DEIMOS = 12;

CONTEXT_MAPNAME_DIESEL Source code

const CONTEXT_MAPNAME_DIESEL = 13;

CONTEXT_MAPNAME_DOWNTOWN Source code

const CONTEXT_MAPNAME_DOWNTOWN = 29;

CONTEXT_MAPNAME_DOWNTOWNNECRIS Source code

const CONTEXT_MAPNAME_DOWNTOWNNECRIS = 52;

CONTEXT_MAPNAME_DUSK Source code

const CONTEXT_MAPNAME_DUSK = 30;

CONTEXT_MAPNAME_EDENINC Source code

const CONTEXT_MAPNAME_EDENINC = 59;

CONTEXT_MAPNAME_FACINGWORLDS Source code

const CONTEXT_MAPNAME_FACINGWORLDS = 47;

CONTEXT_MAPNAME_FEARLESS Source code

const CONTEXT_MAPNAME_FEARLESS = 14;

CONTEXT_MAPNAME_FLOODGATE Source code

const CONTEXT_MAPNAME_FLOODGATE = 31;

CONTEXT_MAPNAME_GATEWAY Source code

const CONTEXT_MAPNAME_GATEWAY = 15;

CONTEXT_MAPNAME_HEAT_RAY Source code

const CONTEXT_MAPNAME_HEAT_RAY = 16;

CONTEXT_MAPNAME_HOSTILE Source code

const CONTEXT_MAPNAME_HOSTILE = 63;

CONTEXT_MAPNAME_HYDROSIS Source code

const CONTEXT_MAPNAME_HYDROSIS = 2;

CONTEXT_MAPNAME_ISLANDER Source code

const CONTEXT_MAPNAME_ISLANDER = 32;

CONTEXT_MAPNAME_ISLANDERNECRIS Source code

const CONTEXT_MAPNAME_ISLANDERNECRIS = 33;

CONTEXT_MAPNAME_KARGO Source code

const CONTEXT_MAPNAME_KARGO = 24;

CONTEXT_MAPNAME_KBARGE Source code

const CONTEXT_MAPNAME_KBARGE = 45;

CONTEXT_MAPNAME_LOSTCAUSE Source code

const CONTEXT_MAPNAME_LOSTCAUSE = 53;

CONTEXT_MAPNAME_MARKET_DISTRICT Source code

const CONTEXT_MAPNAME_MARKET_DISTRICT = 34;

CONTEXT_MAPNAME_MISSION_SELECTION Source code

const CONTEXT_MAPNAME_MISSION_SELECTION = 44;

CONTEXT_MAPNAME_MORBIAS Source code

const CONTEXT_MAPNAME_MORBIAS = 46;

CONTEXT_MAPNAME_MORBID Source code

const CONTEXT_MAPNAME_MORBID = 54;

CONTEXT_MAPNAME_NANOBLACK Source code

const CONTEXT_MAPNAME_NANOBLACK = 55;

CONTEXT_MAPNAME_NECROPOLIS Source code

const CONTEXT_MAPNAME_NECROPOLIS = 25;

CONTEXT_MAPNAME_OCEANRELIC Source code

const CONTEXT_MAPNAME_OCEANRELIC = 58;

CONTEXT_MAPNAME_OMICRON_DAWN Source code

const CONTEXT_MAPNAME_OMICRON_DAWN = 3;

CONTEXT_MAPNAME_ONYX_COAST Source code

const CONTEXT_MAPNAME_ONYX_COAST = 35;

CONTEXT_MAPNAME_POWER_SURGE Source code

const CONTEXT_MAPNAME_POWER_SURGE = 36;

CONTEXT_MAPNAME_RAILS Source code

const CONTEXT_MAPNAME_RAILS = 49;

CONTEXT_MAPNAME_REFLECTION Source code

const CONTEXT_MAPNAME_REFLECTION = 4;

CONTEXT_MAPNAME_RISING_SUN Source code

const CONTEXT_MAPNAME_RISING_SUN = 17;

CONTEXT_MAPNAME_SANCTUARY Source code

const CONTEXT_MAPNAME_SANCTUARY = 18;

CONTEXT_MAPNAME_SANDSTORM Source code

const CONTEXT_MAPNAME_SANDSTORM = 26;

CONTEXT_MAPNAME_SEARCHLIGHT Source code

const CONTEXT_MAPNAME_SEARCHLIGHT = 48;

CONTEXT_MAPNAME_SENTINEL Source code

const CONTEXT_MAPNAME_SENTINEL = 19;

CONTEXT_MAPNAME_SERENITY Source code

const CONTEXT_MAPNAME_SERENITY = 37;

CONTEXT_MAPNAME_SERENITYNECRIS Source code

const CONTEXT_MAPNAME_SERENITYNECRIS = 38;

CONTEXT_MAPNAME_SHAFT Source code

const CONTEXT_MAPNAME_SHAFT = 56;

CONTEXT_MAPNAME_SHANGRILA Source code

const CONTEXT_MAPNAME_SHANGRILA = 20;

CONTEXT_MAPNAME_SINKHOLE Source code

const CONTEXT_MAPNAME_SINKHOLE = 39;

CONTEXT_MAPNAME_STRANDED Source code

const CONTEXT_MAPNAME_STRANDED = 61;

CONTEXT_MAPNAME_STRIDENT Source code

const CONTEXT_MAPNAME_STRIDENT = 5;

CONTEXT_MAPNAME_SUSPENSE Source code

const CONTEXT_MAPNAME_SUSPENSE = 27;

CONTEXT_MAPNAME_SUSPENSE_NECRIS Source code

const CONTEXT_MAPNAME_SUSPENSE_NECRIS = 50;

CONTEXT_MAPNAME_TANK_CROSSING Source code

const CONTEXT_MAPNAME_TANK_CROSSING = 40;

CONTEXT_MAPNAME_TORLAN Source code

const CONTEXT_MAPNAME_TORLAN = 41;

CONTEXT_MAPNAME_TORLANLEVIATHAN Source code

const CONTEXT_MAPNAME_TORLANLEVIATHAN = 42;

CONTEXT_MAPNAME_TORLANNECRIS Source code

const CONTEXT_MAPNAME_TORLANNECRIS = 43;

CONTEXT_MAPNAME_TURBINE Source code

const CONTEXT_MAPNAME_TURBINE = 60;

CONTEXT_MAPNAME_VERTEBRAE Source code

const CONTEXT_MAPNAME_VERTEBRAE = 6;

CONTEXT_NUMBOTS_0 Source code

const CONTEXT_NUMBOTS_0 = 0;

CONTEXT_NUMBOTS_1 Source code

const CONTEXT_NUMBOTS_1 = 1;

CONTEXT_NUMBOTS_2 Source code

const CONTEXT_NUMBOTS_2 = 2;

CONTEXT_NUMBOTS_3 Source code

const CONTEXT_NUMBOTS_3 = 3;

CONTEXT_NUMBOTS_4 Source code

const CONTEXT_NUMBOTS_4 = 4;

CONTEXT_NUMBOTS_5 Source code

const CONTEXT_NUMBOTS_5 = 5;

CONTEXT_NUMBOTS_6 Source code

const CONTEXT_NUMBOTS_6 = 6;

CONTEXT_NUMBOTS_7 Source code

const CONTEXT_NUMBOTS_7 = 7;

CONTEXT_NUMBOTS_8 Source code

const CONTEXT_NUMBOTS_8 = 8;

CONTEXT_PRESENCE_MENUPRESENCE Source code

const CONTEXT_PRESENCE_MENUPRESENCE = 0;

CONTEXT_PURESERVER Source code

const CONTEXT_PURESERVER = 6;

CONTEXT_PURESERVER_ANY Source code

const CONTEXT_PURESERVER_ANY = 2;

CONTEXT_PURESERVER_NO Source code

const CONTEXT_PURESERVER_NO = 0;

CONTEXT_PURESERVER_YES Source code

const CONTEXT_PURESERVER_YES = 1;

CONTEXT_TIMELIMIT_10 Source code

const CONTEXT_TIMELIMIT_10 = 1;

CONTEXT_TIMELIMIT_15 Source code

const CONTEXT_TIMELIMIT_15 = 2;

CONTEXT_TIMELIMIT_20 Source code

const CONTEXT_TIMELIMIT_20 = 3;

CONTEXT_TIMELIMIT_30 Source code

const CONTEXT_TIMELIMIT_30 = 4;

CONTEXT_TIMELIMIT_5 Source code

const CONTEXT_TIMELIMIT_5 = 0;

CONTEXT_VSBOTS Source code

const CONTEXT_VSBOTS = 8;

CONTEXT_VSBOTS_1_TO_1 Source code

const CONTEXT_VSBOTS_1_TO_1 = 2;

CONTEXT_VSBOTS_1_TO_2 Source code

const CONTEXT_VSBOTS_1_TO_2 = 1;

CONTEXT_VSBOTS_2_TO_1 Source code

const CONTEXT_VSBOTS_2_TO_1 = 4;

CONTEXT_VSBOTS_3_TO_1 Source code

const CONTEXT_VSBOTS_3_TO_1 = 5;

CONTEXT_VSBOTS_3_TO_2 Source code

const CONTEXT_VSBOTS_3_TO_2 = 3;

CONTEXT_VSBOTS_4_TO_1 Source code

const CONTEXT_VSBOTS_4_TO_1 = 6;

CONTEXT_VSBOTS_NONE Source code

const CONTEXT_VSBOTS_NONE = 0;

GS_CDKEY_PART_MAXLENGTH Source code

const GS_CDKEY_PART_MAXLENGTH = 4;

GS_EMAIL_MAXLENGTH Source code

const GS_EMAIL_MAXLENGTH = 50;

GS_MESSAGE_MAXLENGTH Source code

const GS_MESSAGE_MAXLENGTH = 255;

GS_PASSWORD_MAXLENGTH Source code

const GS_PASSWORD_MAXLENGTH = 30;

GS_USERNAME_MAXLENGTH Source code

const GS_USERNAME_MAXLENGTH = 15;

PROPERTY_CUSTOMGAMEMODE Source code

const PROPERTY_CUSTOMGAMEMODE = 0x40000002;

PROPERTY_CUSTOMMAPNAME Source code

const PROPERTY_CUSTOMMAPNAME = 0x40000001;

PROPERTY_CUSTOMMUTATORS Source code

const PROPERTY_CUSTOMMUTATORS = 0x40000004;

PROPERTY_CUSTOMMUTCLASSES Source code

const PROPERTY_CUSTOMMUTCLASSES = 0x40000005;

PROPERTY_EPICMUTATORS Source code

const PROPERTY_EPICMUTATORS = 0x10000105;

PROPERTY_GOALSCORE Source code

const PROPERTY_GOALSCORE = 0x100000F8;

PROPERTY_LEADERBOARDRATING Source code

const PROPERTY_LEADERBOARDRATING = 0x20000004;

PROPERTY_NUMBOTS Source code

const PROPERTY_NUMBOTS = 0x100000F7;

PROPERTY_NUMBOTSIA Source code

const PROPERTY_NUMBOTSIA = 0x100000FA;

PROPERTY_SERVERDESCRIPTION Source code

const PROPERTY_SERVERDESCRIPTION = 0x40000003;

PROPERTY_STEAMID Source code

const PROPERTY_STEAMID = 0x10000200;

PROPERTY_STEAMVAC Source code

const PROPERTY_STEAMVAC = 0x10000201;

PROPERTY_TIMELIMIT Source code

const PROPERTY_TIMELIMIT = 0x100000F9;

QUERY_BETRAYAL Source code

const QUERY_BETRAYAL = 8;

QUERY_CAMPAIGN Source code

const QUERY_CAMPAIGN = 6;

QUERY_CTF Source code

const QUERY_CTF = 2;

QUERY_DM Source code

const QUERY_DM = 0;

QUERY_DUEL Source code

const QUERY_DUEL = 5;

QUERY_GREED Source code

const QUERY_GREED = 7;

QUERY_TDM Source code

const QUERY_TDM = 1;

QUERY_VCTF Source code

const QUERY_VCTF = 3;

QUERY_WAR Source code

const QUERY_WAR = 4;

STATS_VIEW_DM_PLAYER_ALLTIME Source code

const STATS_VIEW_DM_PLAYER_ALLTIME = 1;

STATS_VIEW_DM_RANKED_ALLTIME Source code

const STATS_VIEW_DM_RANKED_ALLTIME = 2;

STATS_VIEW_DM_VEHICLES_ALLTIME Source code

const STATS_VIEW_DM_VEHICLES_ALLTIME = 4;

STATS_VIEW_DM_VEHICLES_RANKED_ALLTIME Source code

const STATS_VIEW_DM_VEHICLES_RANKED_ALLTIME = 6;

STATS_VIEW_DM_VEHICLEWEAPONS_ALLTIME Source code

const STATS_VIEW_DM_VEHICLEWEAPONS_ALLTIME = 5;

STATS_VIEW_DM_VEHICLEWEAPONS_RANKED_ALLTIME Source code

const STATS_VIEW_DM_VEHICLEWEAPONS_RANKED_ALLTIME = 7;

STATS_VIEW_DM_WEAPONS_ALLTIME Source code

const STATS_VIEW_DM_WEAPONS_ALLTIME = 3;

STATS_VIEW_DM_WEAPONS_RANKED_ALLTIME Source code

const STATS_VIEW_DM_WEAPONS_RANKED_ALLTIME = 8;


Variables Detail

Acronym Source code

var string Acronym;

ActiveBots Source code

var globalconfig array<ActiveBotInfo> ActiveBots;

AdjustedDifficulty Source code

var float AdjustedDifficulty;

bAdminModifiedOptions Source code

var bool bAdminModifiedOptions;
set when admin modified options via UTPlayerController::ServerAdminChangeOption()

bAllowHoverboard Source code

var bool bAllowHoverboard;

bAllowKeyboardAndMouse Source code

var bool bAllowKeyboardAndMouse;
This being false implies that only gamepads are valid for input type. This is not 100% precise as you could have a keyboard + gamepad which could be valid if we wanted to allow typing but no movement.

bAllowMapVoting Source code

var deprecated globalconfig bool bAllowMapVoting;
If true, users can vote in order to pick the next map

bAllowTranslocator Source code

var bool bAllowTranslocator;

bAutoNumBots Source code

var bool bAutoNumBots;

bBadSinglePlayerBotNames Source code

var bool bBadSinglePlayerBotNames;
@debug: used to draw HUD message so it's easy to tell when bots are set up incorrectly in SP missions

bBlockTeamChangeMessages Source code

var bool bBlockTeamChangeMessages;

bConsoleServer Source code

var bool bConsoleServer;
Prefix characters for names of maps for this game type

bCustomBots Source code

var bool bCustomBots;

bDemoMode Source code

var bool bDemoMode;

BeaconList Source code

var UTProj_TransDisc BeaconList;

bExportMenuData Source code

var bool bExportMenuData;
if set, when this class is compiled, a menu entry for it will be automatically added/updated in its package.ini file (abstract classes are skipped even if this flag is set)

bExtraHealth Source code

var bool bExtraHealth;
Used during the campaign to give player team a health bonuse

bFinalStartup Source code

var bool bFinalStartup;

bFirstBlood Source code

var bool bFirstBlood;

bForceMidGameMenuAtStart Source code

var config bool bForceMidGameMenuAtStart;

bForceRespawn Source code

var globalconfig bool bForceRespawn;

bHeavyArmor Source code

var bool bHeavyArmor;
Used during the campaign to give player team an armor bonus

bIgnoreTeamForVoiceChat Source code

var bool bIgnoreTeamForVoiceChat;
When enabled, allows players on different teams to voice chat with each other. (Used for Duel games) Note

bMidGameHasMap Source code

var bool bMidGameHasMap;

bMidGameMapVoting Source code

var deprecated globalconfig bool bMidGameMapVoting;
If false, users will only be presented with a map list at the end of the round

bMustHaveMultiplePlayers Source code

var bool bMustHaveMultiplePlayers;

bMustJoinBeforeStart Source code

var bool bMustJoinBeforeStart;

bNecrisLocked Source code

var bool bNecrisLocked;
Used during the campaign to keep player team from using necris vehicles (until they get the magic key)

bNoCustomCharacters Source code

var globalconfig bool bNoCustomCharacters;
If true, no custom characters will be allowed, all players will be default

BotClass Source code

var class<UTBot> BotClass;
class used for AI bots

BotRatio Source code

var globalconfig float BotRatio;

bOverTimeBroadcast Source code

var bool bOverTimeBroadcast;

bPlayedFiveKills Source code

var bool bPlayedFiveKills;

bPlayedOneKill Source code

var bool bPlayedOneKill;

bPlayedTenKills Source code

var bool bPlayedTenKills;
Flag whether "X kills remain" has been played yet

bPlayerBecameActive Source code

var bool bPlayerBecameActive;

bPlayersMustBeReady Source code

var globalconfig bool bPlayersMustBeReady;

bPlayersVsBots Source code

var bool bPlayersVsBots;

bQuickStart Source code

var bool bQuickStart;

bScoreDeaths Source code

var bool bScoreDeaths;
Whether scoring is based on enemy deaths

bShouldPostRenderEnemyPawns Source code

var bool bShouldPostRenderEnemyPawns;
Whether should postrender enemy pawns

bSkipPlaySound Source code

var bool bSkipPlaySound;

bSoaking Source code

var bool bSoaking;

bStartedCountDown Source code

var bool bStartedCountDown;

bStartWithLockerWeaps Source code

var bool bStartWithLockerWeaps;
If true, look for nearby weaponlocker weapons (for game types which implement this functionality)

bTeamScoreRounds Source code

var bool bTeamScoreRounds;

bTempForceRespawn Source code

var bool bTempForceRespawn;
Force dead players to respawn immediately if true (configurable)

bUndrivenVehicleDamage Source code

var bool bUndrivenVehicleDamage;
whether not yet driven vehicles can take damage

bWaitForNetPlayers Source code

var globalconfig bool bWaitForNetPlayers;
Temporary (used in game) version of bForceRespawn

bWarmupRound Source code

var config bool bWarmupRound;

bWeaponStay Source code

var bool bWeaponStay;

ClientProcessingTimeout Source code

var config int ClientProcessingTimeout;
how long we wait for clients to perform initial processing at the start of the game (UTPlayerController::bInitialProcessingComplete)

ConsolePlayerControllerClass Source code

var class<PlayerController> ConsolePlayerControllerClass;
PlayerController class to use on consoles

CountDown Source code

var int CountDown;

CustomMapPrefixes Source code

var globalconfig array<GameTypePrefix> CustomMapPrefixes;
Used for loading appropriate game type if non-specified in URL

DefaultEnemyRosterClass Source code

var string DefaultEnemyRosterClass;

DefaultInventory Source code

var array<class<Inventory>> DefaultInventory;
Default inventory added via AddDefaultInventory()

DefaultMapPrefixes Source code

var array<GameTypePrefix> DefaultMapPrefixes;

DefaultMaxLives Source code

var int DefaultMaxLives;

DemoPrefix Source code

var string DemoPrefix;
prefix of filename to record a demo to - a number is added on to get a unique filename (empty string means don't record)

Description Source code

var localized string Description;

DesiredPlayerCount Source code

var int DesiredPlayerCount;

DMBeaconMaxDist Source code

var float DMBeaconMaxDist;

EndGameFocus Source code

var actor EndGameFocus;

EndMessageCounter Source code

var transient int EndMessageCounter;

EndMessageWait Source code

var int EndMessageWait;

EndOfMatchRulesTemplateStr_Scoring Source code

var localized string EndOfMatchRulesTemplateStr_Scoring;

EndOfMatchRulesTemplateStr_ScoringSingle Source code

var localized string EndOfMatchRulesTemplateStr_ScoringSingle;

EndOfMatchRulesTemplateStr_Time Source code

var localized string EndOfMatchRulesTemplateStr_Time;

EndTime Source code

var float EndTime;

EndTimeDelay Source code

var globalconfig float EndTimeDelay;

EnemyRoster Source code

var UTTeamInfo EnemyRoster;

EnemyRosterName Source code

var string EnemyRosterName;

GameSpecificMapCycles Source code

var deprecated globalconfig array<GameMapCycle> GameSpecificMapCycles;

GameUMenuType Source code

var string GameUMenuType;

InitialVoteDelay Source code

var deprecated globalconfig int InitialVoteDelay;
The amount of time that must pass before voting is initialized (only applies to midgame voting)

LastEncouragementTime Source code

var float LastEncouragementTime;
Last time bot yelled encouragement to player

LastManDownTime Source code

var float LastManDownTime;
Last time bot yelled mandown to player

LastPlayerStartSpot Source code

var NavigationPoint LastPlayerStartSpot;

LastStartSpot Source code

var NavigationPoint LastStartSpot;

LateEntryLives Source code

var config int LateEntryLives;

MapContexts Source code

var array<MapContextMapping> MapContexts;

MapCycleIndex Source code

var deprecated globalconfig int MapCycleIndex;
index of current map in the cycle

MapListManager Source code

var UTMapListManager MapListManager;

MapListManagerClassName Source code

var globalconfig string MapListManagerClassName;
Name of the class that manages maplists and map cycles

MapPrefixes Source code

var array<string> MapPrefixes;
Used for loading appropriate game type if non-specified in URL

MapVotePercentage Source code

var deprecated globalconfig int MapVotePercentage;
The percentage of votes required to initiate a map switch

MidGameMenuTemplate Source code

var UTUIScene MidGameMenuTemplate;

MidgameScorePanelTag Source code

var name MidgameScorePanelTag;

MinMapVotes Source code

var deprecated globalconfig int MinMapVotes;
The minimum number of votes required to initiate a map switch midgame

MinNetPlayers Source code

var globalconfig int MinNetPlayers;

NetWait Source code

var config int NetWait;

NextPickupIndex Source code

var int NextPickupIndex;

NumDivertedOpponents Source code

var int NumDivertedOpponents;
for single player when "Tactical Diversion" card is used - skip adding this many Kismet spawned bots

PendingMatchElapsedTime Source code

var int PendingMatchElapsedTime;

PlayerDeaths Source code

var int PlayerDeaths;

PlayerKills Source code

var int PlayerKills;

RestartWait Source code

var globalconfig int RestartWait;

RulesMenuType Source code

var string RulesMenuType;

ScriptedStartSpot Source code

var NavigationPoint ScriptedStartSpot;
forces the spawn location for the next player spawned

ServerSkillLevel Source code

var globalconfig int ServerSkillLevel;

SinglePlayerMissionID Source code

var int SinglePlayerMissionID;
Used by the single player game

Sniper Source code

var Pawn Sniper;
Current sniper

SpawnProtectionTime Source code

var config float SpawnProtectionTime;

SpeechRecognitionData Source code

var SpeechRecognition SpeechRecognitionData;
object containing speech recognition data to use for this gametype

StartupStage Source code

var byte StartupStage;

TranslocatorClass Source code

var class<Inventory> TranslocatorClass;
class to add to default inventory when translocator is enabled (translocator can't be enabled unless this has a value)

VehicleList Source code

var UTVehicle VehicleList;

VictoryMessageClass Source code

var class<UTVictoryMessage> VictoryMessageClass;

VoteCollector Source code

var UTVoteCollector VoteCollector;
The actual object that manages voting

VoteCollectorClassName Source code

var globalconfig string VoteCollectorClassName;
Classname of the object that manages voting

VoteDuration Source code

var deprecated globalconfig int VoteDuration;
How long the voting will take

WarmupRemaining Source code

var int WarmupRemaining;

WarmupTime Source code

var config int WarmupTime;

WeaponTauntUsed[20] Source code

var byte WeaponTauntUsed[20];
weapon specific Taunt management (keep them from being used multiple times per round)

WebServerClassName Source code

var globalconfig string WebServerClassName;
Name of the class that supplies the webserver

WebServerObject Source code

var Actor WebServerObject;

UTGame

MaxCustomChars Source code

var(UTGame) config int MaxCustomChars;
Maximum number of custom char meshes allowed.

ResetCountDown Source code

var(UTGame) int ResetCountDown;

ResetTimeDelay Source code

var(UTGame) config int ResetTimeDelay;


Enumerations Detail

EVoiceChannel Source code

enum EVoiceChannel
{
VC_Spectators, VC_Team1, VC_Team2
};
Voice channels used by these game types


Structures Detail

ActiveBotInfo Source code

struct ActiveBotInfo
{
var bool bInUse;
var string BotName;
};
Array of active bot names.
bInUse:
whether the bot is currently in the game
BotName:
name of character

GameMapCycle Source code

struct GameMapCycle
{
var name GameClassName;
var array<string> Maps;
};
Game Map Cycles, there is a map cycle per game mode

GameTypePrefix Source code

struct GameTypePrefix
{
var array<string> AdditionalGameTypes;
var string GameType;
var string Prefix;
};

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

MapContextMapping Source code

struct MapContextMapping
{
var bool bIsUT3GoldMap;
var bool bIsValidAchievementMap;
var int MapContextId;
var string MapName;
};



Functions Detail

ActivateVehicleFactory Source code

function ActivateVehicleFactory ( UTVehicleFactory VF) )
ActivateVehicleFactory() Called by UTVehicleFactory in its PostBeginPlay()

AddBot Source code

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

AddBots Source code

exec function AddBots ( int Num) )

AddDefaultInventory Source code

function AddDefaultInventory ( pawn PlayerPawn ) )
Give player locker weapons for locker associated with base

AddInitialBots Source code

function AddInitialBots ( ) )

AddMutator Source code

function AddMutator ( string mutname, optional bool bUserAdded) )

AddNamedBot Source code

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

AdjustSkill Source code

function AdjustSkill ( AIController B, PlayerController P, bool bWinner) )

AllowBecomeActivePlayer Source code

function bool AllowBecomeActivePlayer ( PlayerController P) )

AllowBecomeHero Source code

function bool AllowBecomeHero ( UTPlayerReplicationInfo PendingHeroPRI) )

AllowCheats Source code

function bool AllowCheats ( PlayerController P) )
AllowCheats - Allow cheating in single player games and coop games.

AllowClientToTeleport Source code

function bool AllowClientToTeleport ( UTPlayerReplicationInfo ClientPRI, Actor DestinationActor) )
This function allows the server to override any requested teleport attempts from a client
@returns returns true if the teleport is allowed

AllowMutator Source code

static function bool AllowMutator ( string MutatorClassName ) )

AssignHoverboard Source code

function AssignHoverboard ( UTPawn P) )

AtCapacity Source code

function bool AtCapacity ( bool bSpectator) )

BecomeSpectator Source code

function bool BecomeSpectator ( PlayerController P) )

BeginState MatchInProgress Source code

function BeginState ( Name PreviousStateName) )

BeginState MatchOver Source code

function BeginState ( Name PreviousStateName) )

BeginState PendingMatch Source code

function BeginState ( Name PreviousStateName) )

BeginState RoundOver Source code

event BeginState ( name PreviousStateName) )

BroadcastDeathMessage Source code

function BroadcastDeathMessage ( Controller Killer, Controller Other, class<DamageType> DamageType) )

CampaignSkillAdjust Source code

function CampaignSkillAdjust ( UTBot aBot) )
Called to adjust skill when bot respawns

CanDisableObjective Source code

function bool CanDisableObjective ( UTGameObjective GO ) )

CanSpectate Source code

function bool CanSpectate ( PlayerController Viewer, PlayerReplicationInfo ViewTarget ) )

ChangeName Source code

function ChangeName ( Controller Other, string S, bool bNameChange) )

ChangeTeam MatchInProgress Source code

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

ChangeTeam MatchOver Source code

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

ChangeTeam RoundOver Source code

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

CheckEndGame Source code

function bool CheckEndGame ( PlayerReplicationInfo Winner, string Reason) )

CheckLives PendingMatch Source code

function CheckLives ( )

CheckMaxLives Source code

function bool CheckMaxLives ( PlayerReplicationInfo Scorer) )

CheckScore Source code

function bool CheckScore ( PlayerReplicationInfo Scorer) )

CheckScore PendingMatch Source code

function bool CheckScore ( PlayerReplicationInfo Scorer )

CheckTeamSize Source code

function bool CheckTeamSize ( ) )

ChoosePlayerStart Source code

function PlayerStart ChoosePlayerStart ( Controller Player, optional byte InTeam ) )
ChoosePlayerStart() Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart().
@param Player is the controller for whom we are choosing a playerstart
@param InTeam specifies the Player's team (if the player hasn't joined a team yet)
@returns NavigationPoint chosen as player start (usually a PlayerStart)

ContinueSeamlessTravel Source code

function ContinueSeamlessTravel ( ) )

ConvertMapNameToContext Source code

static function int ConvertMapNameToContext ( string MapName) )
UT3G - Convert the map name to the XboxLive context

CurrentPlayerCount Source code

native function int CurrentPlayerCount ( )

DecodeEvent Source code

function string DecodeEvent ( name EventType, int TeamNo, string InstigatorName, string AdditionalName, class<object> AdditionalObj) )

DiscardInventory Source code

function DiscardInventory ( Pawn Other, optional controller Killer ) )

DoEndGameMapVote Source code

function DoEndGameMapVote ( ) )

DoMapVote Source code

function DoMapVote ( )

DominatingVictory Source code

function bool DominatingVictory ( ) )

DriverEnteredVehicle Source code

function DriverEnteredVehicle ( Vehicle V, Pawn P) )

DriverLeftVehicle Source code

function DriverLeftVehicle ( Vehicle V, Pawn P) )

EndGame Source code

function EndGame ( PlayerReplicationInfo Winner, string Reason ) )

EndRound Source code

function EndRound ( Actor EndRoundFocus) )
ends the current round; sends the game into state RoundOver and sets the ViewTarget for all players to be the given actor

EndSpree Source code

function EndSpree ( UTPlayerReplicationInfo Killer, UTPlayerReplicationInfo Other) )

EndState PendingMatch Source code

function EndState ( Name NextStateName) )

FindNewObjectives Source code

function FindNewObjectives ( UTGameObjective DisabledObjective )
re-evaluate objectives for players because the specified one has been changed/completed

FindPlayerStart Source code

function NavigationPoint FindPlayerStart ( Controller Player, optional byte InTeam, optional string incomingName) )
FindPlayerStart() Return the 'best' player start for this player to start from. PlayerStarts are rated by RatePlayerStart().
@param Player is the controller for whom we are choosing a playerstart
@param InTeam specifies the Player's team (if the player hasn't joined a team yet)
@param IncomingName specifies the tag of a teleporter to use as the Playerstart
@returns NavigationPoint chosen as player start (usually a PlayerStart)

ForceRespawn Source code

function bool ForceRespawn ( ) )
ForceRespawn() returns true if dead players should respawn immediately

GetAutoObjectiveFor Source code

function Actor GetAutoObjectiveFor ( UTPlayerController PC )

@return an objective that should be recommended to the given player based on their auto objective settings and the current game state

GetBaseUTMutator Source code

function UTMutator GetBaseUTMutator ( ) )

@return the first mutator in the mutator list that's a UTMutator

GetBeaconText Source code

event string GetBeaconText ( ) )

GetBestLocker Source code

function UTWeaponLocker GetBestLocker ( Pawn PlayerPawn) )

GetBotSkillLevel Source code

function int GetBotSkillLevel ( ) )

GetBotTeam Source code

function UTTeamInfo GetBotTeam ( optional int TeamBots,optional bool bUseTeamIndex,optional int TeamIndex) )

GetCurrentMapCycleIndex Source code

function int GetCurrentMapCycleIndex ( const out array<string> MapList) )

@return the index of the current map in the given list (used when starting up a server to start counting at the current map)

GetEndGameConditionRule Source code

function string GetEndGameConditionRule ( ) )

GetEndOfMatchRules Source code

static function string GetEndOfMatchRules ( int InGoalScore, int InTimeLimit) )
@Returns a string that describes how to win the match

GetHandicapNeed Source code

function int GetHandicapNeed ( Pawn Other) )
return a value based on how much this pawn needs help

GetLocationFor Source code

function bool GetLocationFor ( Pawn StatusPawn, out Actor LocationObject, out int MessageIndex, int LocationSpeechOffset) )
Returns through outparameters what location message to play Returns true if it returned message information

GetMapTypeRule Source code

function string GetMapTypeRule ( ) )

GetNextMap Source code

function string GetNextMap ( ) )
Returns the next map to play. If we are in story mode, we need to go back to the map selection menu

GetNextPickupIndex Source code

function int GetNextPickupIndex ( ) )

GetSeamlessTravelActorList Source code

event GetSeamlessTravelActorList ( bool bToEntry, out array<Actor> ActorList) )

GetSinglePlayerResult Source code

function bool GetSinglePlayerResult ( ) )
@Retuns the results of the match.

GetTravelType Source code

function bool GetTravelType ( ) )

HandleSeamlessTravelPlayer Source code

event HandleSeamlessTravelPlayer ( out Controller C) )

InitGame Source code

event InitGame ( string Options, out string ErrorMessage ) )

InitGameReplicationInfo Source code

function InitGameReplicationInfo ( ) )

InitializeBot Source code

function InitializeBot ( UTBot NewBot, UTTeamInfo BotTeam, const out CharacterInfo BotInfo) )

InitializeMapListManager Source code

function InitializeMapListManager ( optional string MLMOverrideClass) )

InitializeVoteCollector Source code

function InitializeVoteCollector ( ) )

InitialProcessingIsComplete Source code

function bool InitialProcessingIsComplete ( ) )

IsAWinner Source code

function bool IsAWinner ( PlayerController C) )

IsLowGoreVersion Source code

final static native function bool IsLowGoreVersion ( )

IsMPOrHardBotsGame Source code

function bool IsMPOrHardBotsGame ( ) )

IsPureGame Source code

final native function bool IsPureGame ( )
returns whether this game should be considered "pure"

IsValidMutatorsForLikeTheBackOfMyHand Source code

function bool IsValidMutatorsForLikeTheBackOfMyHand ( )

JustStarted Source code

function bool JustStarted ( float MaxElapsedTime) )

KillBot Source code

function KillBot ( UTBot B) )

KillBots Source code

exec function KillBots ( ) )

Killed Source code

function Killed ( Controller Killer, Controller KilledPlayer, Pawn KilledPawn, class<DamageType> damageType ) )

KillOthers Source code

exec function KillOthers ( ) )

KillThis Source code

exec function KillThis ( ) )

LevelRecommendedPlayers Source code

function int LevelRecommendedPlayers ( ) )

Login Source code

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

Logout Source code

function Logout ( controller Exiting) )

MatchIsInProgress Source code

function bool MatchIsInProgress ( ) )

MatchIsInProgress MatchInProgress Source code

function bool MatchIsInProgress ( ) )

NeedPlayers Source code

function bool NeedPlayers ( ) )

NeedPlayers MatchOver Source code

function bool NeedPlayers ( ) )

NotifyNavigationChanged Source code

function NotifyNavigationChanged ( NavigationPoint N) )

NotifySpree Source code

function NotifySpree ( UTPlayerReplicationInfo Other, int num) )

ObjectiveDisabled Source code

function ObjectiveDisabled ( UTGameObjective DisabledObjective )

OrderToIndex Source code

static function int OrderToIndex ( int Order) )

PickupQuery Source code

function bool PickupQuery ( Pawn Other, class<Inventory> ItemClass, Actor Pickup) )

PlayEndOfMatchMessage Source code

function PlayEndOfMatchMessage ( ) )

PlayRegularEndOfMatchMessage Source code

function PlayRegularEndOfMatchMessage ( ) )

PlayStartupMessage Source code

function PlayStartupMessage ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PostLogin Source code

event PostLogin ( playercontroller NewPlayer ) )

PostLogin MatchOver Source code

event PostLogin ( PlayerController NewPlayer) )

PostSeamlessTravel Source code

event PostSeamlessTravel ( ) )

PreLogin Source code

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

ProcessServerTravel Source code

function ProcessServerTravel ( string URL, optional bool bAbsolute) )

ProcessSpeechRecognition Source code

function ProcessSpeechRecognition ( UTPlayerController Speaker, const out array<SpeechRecognizedWord> Words) )
parses the given player's recognized speech into bot orders, etc

ProvideHeroBonus Source code

function ProvideHeroBonus ( ) )
Give bonus hero points when a hero is spawned to anyone who has never been a hero

RatePlayerStart Source code

function float RatePlayerStart ( PlayerStart P, byte Team, Controller Player) )
RatePlayerStart() Return a score representing how desireable a playerstart is.
@param P is the playerstart being rated
@param Team is the team of the player choosing the playerstart
@param Player is the controller choosing the playerstart
@returns playerstart score

ReduceDamage Source code

function ReduceDamage ( out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType ) )

ReduceDamage MatchOver Source code

function ReduceDamage ( out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType ) )

RegisterServer Source code

function RegisterServer ( ) )

RegisterVehicle Source code

function RegisterVehicle ( UTVehicle V) )

RemoveOption Source code

static function RemoveOption ( out string Options, string InKey ) )

RemovePlayerFromMuteLists Source code

function RemovePlayerFromMuteLists ( UTPlayerController PC ) )
Removes the specified player from all other player's mute lists
@param PC Player controller to remove from other mute lists

Reset Source code

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

ResetAllPlayerMuteListsToSpectatorChannel Source code

function ResetAllPlayerMuteListsToSpectatorChannel ( ) )
Reset everyone's channel to the same thing and then rebuild the gameplay mute lists for each player

ResetLevel MatchOver Source code

function ResetLevel ( ) )

ResetLevel RoundOver Source code

function ResetLevel ( ) )

RestartGame Source code

function RestartGame ( ) )

RestartPlayer Source code

function RestartPlayer ( Controller aPlayer) )

RestartPlayer MatchOver Source code

function RestartPlayer ( Controller aPlayer) )

RestartPlayer PendingMatch Source code

function RestartPlayer ( Controller aPlayer) )

ScoreFlag PendingMatch Source code

function ScoreFlag ( Controller Scorer, UTCTFFlag theFlag )

ScoreKill Source code

function ScoreKill ( Controller Killer, Controller Other) )

ScoreKill MatchOver Source code

function ScoreKill ( Controller Killer, Controller Other) )

ScoreKill PendingMatch Source code

function ScoreKill ( Controller Killer, Controller Other )

SetAlias Source code

function SetAlias ( Controller Other, string NewAlias) )

SetEndGameFocus Source code

function SetEndGameFocus ( PlayerReplicationInfo Winner) )

SetGameSpeed Source code

function SetGameSpeed ( Float T ) )

SetGameType Source code

static event class<GameInfo> SetGameType ( string MapName, string Options) )

SetPause Source code

function bool SetPause ( PlayerController PC, optional delegate<CanUnpause> CanUnpauseDelegate) )
Only allow local players to pause

SetupPlayerMuteList Source code

function SetupPlayerMuteList ( UTPlayerController PC, bool bForceSpectatorChannel ) )
Sets up the voice mute list based upon this player's team/spectator state. Opponents are added the specified player's mute list and vice versa.
@param PC the player controller to initialize muting for

ShotTeammate Source code

function ShotTeammate ( UTBetrayalPRI InstigatorPRI, UTBetrayalPRI HitPRI, Pawn ShotInstigator, Pawn HitPawn )

ShouldRespawn Source code

function bool ShouldRespawn ( PickupFactory Other) )

ShowPathTo Source code

function ShowPathTo ( PlayerController P, int TeamNum )
displays the path to the given base for the given player

SinglePlayerAddBot Source code

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

SkipCinematics Source code

function SkipCinematics ( PlayerController PC) )

SkipPlaySound Source code

function bool SkipPlaySound ( ) )

SortPlayerScores Source code

native function SortPlayerScores ( out array<OnlinePlayerScore> PlayerScores )
Sorts the scores and assigns relative positions to the players
@param PlayerScores the raw scores before sorting and relative position setting

SpaceAvailable Source code

function bool SpaceAvailable ( UTBot InBot) )

SpawnBot Source code

function UTBot SpawnBot ( optional string botName,optional bool bUseTeamIndex, optional int TeamIndex) )

SpawnWait Source code

function float SpawnWait ( AIController B) )

StartMatch Source code

function StartMatch ( ) )

Timer MatchInProgress Source code

function Timer ( ) )

Timer MatchOver Source code

function Timer ( ) )

Timer PendingMatch Source code

function Timer ( ) )

Timer RoundOver Source code

event Timer ( ) )

TooManyBots Source code

function bool TooManyBots ( Controller botToRemove) )
Look at the current game rules and determine if there are too many bots. In a single player game, this function will always return false since the teams are preset and changes are not allowed. @Param BotToRemove The Bot to remove

TrackMemoryFunctor Source code

function TrackMemoryFunctor ( ) )
This is our TrackMemory functor where we can put anything we want to do every N seconds.

TravelFailed Source code

function TravelFailed ( string TravelURL, string Error, optional string ErrorCode) )
Called from the WorldInfo when travelling fails

UpdateGameplayMuteList Source code

function UpdateGameplayMuteList ( PlayerController PC ) )
This is called once the client has sent the server their unique net id. It is now possible to set up their mute list.
@param PC the playercontroller that is ready for updates

UpdateGameSettings Source code

function UpdateGameSettings ( ) )
Used to update any changes in game settings that need to be published to players that are searching for games

UpdateGameSettingsCounts Source code

function UpdateGameSettingsCounts ( ) )
Updates the online subsystem's information for player counts so that LAN matches can show the correct player counts

UpdateWeaponAwards MatchOver Source code

function UpdateWeaponAwards ( ) )
Update weapon awards at end of match

ViewObjective Source code

function ViewObjective ( PlayerController PC) )

WantFastSpawnFor Source code

function bool WantFastSpawnFor ( AIController B) )

WriteOnlinePlayerScores Source code

function WriteOnlinePlayerScores ( ) )
Write player scores used in skill calculations


Defaultproperties

defaultproperties
{
   bExportMenuData=True
   bWeaponStay=True
   bWaitForNetPlayers=True
   bAllowMapVoting=True
   bMidGameMapVoting=True
   bShouldPostRenderEnemyPawns=True
   Acronym="???"
   EndTimeDelay=4.000000
   BotRatio=1.000000
   NetWait=15
   ClientProcessingTimeout=30
   MinNetPlayers=1
   RestartWait=55
   SpawnProtectionTime=2.000000
   LateEntryLives=1
   CountDown=4
   EndMessageWait=1
   DefaultInventory(0)=Class'UTGame.UTWeap_Enforcer'
   DefaultInventory(1)=Class'UTGame.UTWeap_ImpactHammer'
   VictoryMessageClass=Class'UTGame.UTVictoryMessage'
   DefaultMapPrefixes(0)=(Prefix="DM",GameType="UTGame.UTDeathmatch",AdditionalGameTypes=("UTGame.UTTeamGame","UTGame.UTDuelGame"))
   DefaultMapPrefixes(1)=(Prefix="CTF",GameType="UTGameContent.UTCTFGame_Content")
   DefaultMapPrefixes(2)=(Prefix="WAR",GameType="UTGameContent.UTOnslaughtGame_Content")
   DefaultMapPrefixes(3)=(Prefix="VCTF",GameType="UTGameContent.UTVehicleCTFGame_Content")
   DefaultMapPrefixes(4)=(Prefix="DG",GameType="UTGame.DemoGame")
   DefaultMapPrefixes(5)=(Prefix="UTM",GameType="UTGame.UTMissionSelectionGame")
   DefaultMapPrefixes(6)=(Prefix="UTCIN",GameType="UTGame.UTCinematicGame")
   ConsolePlayerControllerClass=Class'UTGame.UTConsolePlayerController'
   BotClass=Class'UTGame.UTBot'
   GameSpecificMapCycles(0)=(GameClassName="UTOnslaughtGame_Content",Maps=("WAR-Downtown","WAR-SinkHole","WAR-Dusk","WAR-Islander","WAR-Avalanche","WAR-MarketDistrict","WAR-OnyxCoast","WAR-Powersurge","WAR-Serenity","WAR-FloodGate","WAR-Torlan"))
   GameSpecificMapCycles(1)=(GameClassName="UTBetrayalGame",Maps=("DM-Arsenal","DM-Sanctuary","DM-Deck","DM-Defiance","DM-Deimos","DM-Diesel","DM-Gateway","DM-HeatRay","DM-RisingSun","DM-Sentinel","DM-ShangriLa"))
   GameSpecificMapCycles(2)=(GameClassName="UTCTFGame_Content",Maps=("CTF-Coret","CTF-Hydrosis","CTF-Reflection","CTF-Vertebrae","CTF-OmicronDawn","CTF-Strident"))
   GameSpecificMapCycles(3)=(GameClassName="UTVehicleCTFGame_Content",Maps=("VCTF-Containment","VCTF-Corruption","VCTF-Necropolis","VCTF-Suspense","VCTF-SandStorm","VCTF-Kargo"))
   GameSpecificMapCycles(4)=(GameClassName="UTDuelGame",Maps=("DM-Arsenal","DM-Sanctuary","DM-Deck","DM-Defiance","DM-Diesel","DM-RisingSun","DM-Sentinel","DM-ShangriLa"))
   GameSpecificMapCycles(5)=(GameClassName="UTGreedGame_Content",Maps=("CTF-Coret","CTF-Hydrosis","CTF-Reflection","CTF-Vertebrae","CTF-OmicronDawn","CTF-Strident","VCTF-Corruption","VCTF-Necropolis","VCTF-Suspense"))
   GameSpecificMapCycles(6)=(GameClassName="UTDeathmatch",Maps=("DM-Arsenal","DM-Sanctuary","DM-Deck","DM-Defiance","DM-Deimos","DM-Diesel","DM-Gateway","DM-HeatRay","DM-RisingSun","DM-Sentinel","DM-ShangriLa"))
   GameSpecificMapCycles(7)=(GameClassName="UTTeamGame",Maps=("DM-Arsenal","DM-Sanctuary","DM-Deck","DM-Defiance","DM-Deimos","DM-Diesel","DM-Gateway","DM-HeatRay","DM-RisingSun","DM-Sentinel","DM-ShangriLa"))
   ActiveBots(0)=(BotName="Wraith")
   ActiveBots(1)=(BotName="Johnson")
   ActiveBots(2)=(BotName="Kai")
   VoteDuration=45
   MapVotePercentage=51
   MinMapVotes=2
   InitialVoteDelay=30
   MidGameMenuTemplate=UTUIScene_MidGameMenu'UI_InGameHud.Menus.MidGameMenu'
   SpeechRecognitionData=SpeechRecognition'SpeechRecognition.Alphabet'
   LastEncouragementTime=-20.000000
   MidgameScorePanelTag="DMPanel"
   MaxCustomChars=12
   MapContexts(0)=(MapName="CTF-Coret",MapContextId=1,bIsValidAchievementMap=True)
   MapContexts(1)=(MapName="CTF-Hydrosis",MapContextId=2,bIsValidAchievementMap=True)
   MapContexts(2)=(MapName="CTF-OmicronDawn",MapContextId=3,bIsValidAchievementMap=True)
   MapContexts(3)=(MapName="CTF-Reflection",MapContextId=4,bIsValidAchievementMap=True)
   MapContexts(4)=(MapName="CTF-Strident",MapContextId=5,bIsValidAchievementMap=True)
   MapContexts(5)=(MapName="CTF-Vertebrae",MapContextId=6,bIsValidAchievementMap=True)
   MapContexts(6)=(MapName="DM-Arsenal",MapContextId=7,bIsValidAchievementMap=True)
   MapContexts(7)=(MapName="DM-Biohazard",MapContextId=8,bIsValidAchievementMap=True)
   MapContexts(8)=(MapName="DM-Carbonfire",MapContextId=9,bIsValidAchievementMap=True)
   MapContexts(9)=(MapName="DM-Deck",MapContextId=10,bIsValidAchievementMap=True)
   MapContexts(10)=(MapName="DM-Defiance",MapContextId=11,bIsValidAchievementMap=True)
   MapContexts(11)=(MapName="DM-Deimos",MapContextId=12,bIsValidAchievementMap=True)
   MapContexts(12)=(MapName="DM-Diesel",MapContextId=13,bIsValidAchievementMap=True)
   MapContexts(13)=(MapName="DM-Fearless",MapContextId=14,bIsValidAchievementMap=True)
   MapContexts(14)=(MapName="DM-Gateway",MapContextId=15,bIsValidAchievementMap=True)
   MapContexts(15)=(MapName="DM-Heatray",MapContextId=16,bIsValidAchievementMap=True)
   MapContexts(16)=(MapName="DM-RisingSun",MapContextId=17,bIsValidAchievementMap=True)
   MapContexts(17)=(MapName="DM-Sanctuary",MapContextId=18,bIsValidAchievementMap=True)
   MapContexts(18)=(MapName="DM-Sentinel",MapContextId=19,bIsValidAchievementMap=True)
   MapContexts(19)=(MapName="DM-Shangrila",MapContextId=20,bIsValidAchievementMap=True)
   MapContexts(20)=(MapName="VCTF-Containment",MapContextId=21,bIsValidAchievementMap=True)
   MapContexts(21)=(MapName="VCTF-Containment_SP",MapContextId=22)
   MapContexts(22)=(MapName="VCTF-Corruption",MapContextId=23,bIsValidAchievementMap=True)
   MapContexts(23)=(MapName="VCTF-Kargo",MapContextId=24,bIsValidAchievementMap=True)
   MapContexts(24)=(MapName="VCTF-Necropolis",MapContextId=25,bIsValidAchievementMap=True)
   MapContexts(25)=(MapName="VCTF-Sandstorm",MapContextId=26,bIsValidAchievementMap=True)
   MapContexts(26)=(MapName="VCTF-Suspense",MapContextId=27,bIsValidAchievementMap=True)
   MapContexts(27)=(MapName="WAR-Avalanche",MapContextId=28,bIsValidAchievementMap=True)
   MapContexts(28)=(MapName="WAR-Downtown",MapContextId=29,bIsValidAchievementMap=True)
   MapContexts(29)=(MapName="WAR-Dusk",MapContextId=30,bIsValidAchievementMap=True)
   MapContexts(30)=(MapName="WAR-Floodgate",MapContextId=31,bIsValidAchievementMap=True)
   MapContexts(31)=(MapName="WAR-Islander",MapContextId=32,bIsValidAchievementMap=True)
   MapContexts(32)=(MapName="WAR-Islander_Necris",MapContextId=33,bIsValidAchievementMap=True)
   MapContexts(33)=(MapName="WAR-MarketDistrict",MapContextId=34,bIsValidAchievementMap=True)
   MapContexts(34)=(MapName="WAR-OnyxCoast",MapContextId=35,bIsValidAchievementMap=True)
   MapContexts(35)=(MapName="WAR-PowerSurge",MapContextId=36,bIsValidAchievementMap=True)
   MapContexts(36)=(MapName="WAR-Serenity",MapContextId=37,bIsValidAchievementMap=True)
   MapContexts(37)=(MapName="WAR-Serenity_Necris",MapContextId=38,bIsValidAchievementMap=True)
   MapContexts(38)=(MapName="WAR-Sinkhole",MapContextId=39,bIsValidAchievementMap=True)
   MapContexts(39)=(MapName="WAR-TankCrossing",MapContextId=40,bIsValidAchievementMap=True)
   MapContexts(40)=(MapName="WAR-Torlan",MapContextId=41,bIsValidAchievementMap=True)
   MapContexts(41)=(MapName="WAR-Torlan_Leviathan",MapContextId=42)
   MapContexts(42)=(MapName="WAR-Torlan_Necris",MapContextId=43,bIsValidAchievementMap=True)
   MapContexts(43)=(MapName="UTM-MissionSelection",MapContextId=44)
   MapContexts(44)=(MapName="DM-KBarge",MapContextId=45,bIsValidAchievementMap=True)
   MapContexts(45)=(MapName="DM-Morbias",MapContextId=46,bIsValidAchievementMap=True)
   MapContexts(46)=(MapName="CTF-FacingWorlds",MapContextId=47,bIsValidAchievementMap=True)
   MapContexts(47)=(MapName="CTF-Searchlight",MapContextId=48,bIsValidAchievementMap=True)
   MapContexts(48)=(MapName="VCTF-Rails",MapContextId=49,bIsValidAchievementMap=True)
   MapContexts(49)=(MapName="VCTF-Suspense_Necris",MapContextId=50,bIsValidAchievementMap=True)
   MapContexts(50)=(MapName="WAR-ColdHarbor",MapContextId=51,bIsValidAchievementMap=True)
   MapContexts(51)=(MapName="WAR-Downtown_Necris",MapContextId=52,bIsValidAchievementMap=True)
   MapContexts(52)=(MapName="CTF-LostCause",MapContextId=53,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(53)=(MapName="CTF-Morbid",MapContextId=54,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(54)=(MapName="CTF-Nanoblack",MapContextId=55,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(55)=(MapName="CTF-Shaft",MapContextId=56,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(56)=(MapName="DM-DarkMatch",MapContextId=57,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(57)=(MapName="DM-OceanRelic",MapContextId=58,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(58)=(MapName="DM-EdenInc",MapContextId=59,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(59)=(MapName="DM-Turbine",MapContextId=60,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(60)=(MapName="vCTF-Stranded",MapContextId=61,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(61)=(MapName="WAR-Confrontation",MapContextId=62,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   MapContexts(62)=(MapName="WAR-Hostile",MapContextId=63,bIsValidAchievementMap=True,bIsUT3GoldMap=True)
   WebServerClassName="UWeb.WebServer"
   DMBeaconMaxDist=2000.000000
   bRestartLevel=False
   bPauseable=False
   bLoggingGame=True
   bUseSeamlessTravel=True
   bRequiresPushToTalk=True
   DefaultPawnClass=Class'UTGame.UTPawn'
   HUDType=Class'UTGame.UTHUD'
   MaxPlayersAllowed=64
   GoalScore=25
   TimeLimit=20
   DeathMessageClass=Class'UTGame.UTDeathMessage'
   PlayerControllerClass=Class'UTGame.UTPlayerController'
   PlayerReplicationInfoClass=Class'UTGame.UTPlayerReplicationInfo'
   GameReplicationInfoClass=Class'UTGame.UTGameReplicationInfo'
   Name="Default__UTGame"
   ObjectArchetype=GameInfo'Engine.Default__GameInfo'
}

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Creation time: sk 18-3-2018 10:00:52.008 - Created with UnCodeX