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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Info
|
+-- Engine.GameInfo
|
+-- UTGame.UTGame
UTDeathmatch
| 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 | ||
|---|---|---|
![]() | ActivateVehicleFactory (UTVehicleFactory VF)) | |
![]() | UTBot | AddBot (optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex)) |
![]() | AddBots (int Num)) | |
![]() | AddDefaultInventory (pawn PlayerPawn )) | |
![]() | AddInitialBots ())) | |
![]() | AddMutator (string mutname, optional bool bUserAdded)) | |
![]() | UTBot | AddNamedBot (string BotName, optional bool bUseTeamIndex, optional int TeamIndex)) |
![]() | AdjustSkill (AIController B, PlayerController P, bool bWinner)) | |
![]() | bool | AllowBecomeActivePlayer (PlayerController P)) |
![]() | bool | AllowBecomeHero (UTPlayerReplicationInfo PendingHeroPRI)) |
![]() | bool | AllowCheats (PlayerController P)) |
![]() | bool | AllowClientToTeleport (UTPlayerReplicationInfo ClientPRI, Actor DestinationActor)) |
![]() | bool | AllowMutator (string MutatorClassName )) |
![]() | AssignHoverboard (UTPawn P)) | |
![]() | bool | AtCapacity (bool bSpectator)) |
![]() | bool | BecomeSpectator (PlayerController P)) |
![]() | BeginState (Name PreviousStateName)) MatchInProgress | |
![]() | BeginState (Name PreviousStateName)) MatchOver | |
![]() | BeginState (Name PreviousStateName)) PendingMatch | |
![]() | BeginState (name PreviousStateName)) RoundOver | |
![]() | BroadcastDeathMessage (Controller Killer, Controller Other, class<DamageType> DamageType)) | |
![]() | CampaignSkillAdjust (UTBot aBot)) | |
![]() | bool | CanDisableObjective (UTGameObjective GO )) |
![]() | bool | CanSpectate (PlayerController Viewer, PlayerReplicationInfo ViewTarget )) |
![]() | ChangeName (Controller Other, string S, bool bNameChange)) | |
![]() | bool | ChangeTeam (Controller Other, int Num, bool bNewTeam)) MatchInProgress |
![]() | bool | ChangeTeam (Controller Other, int num, bool bNewTeam)) MatchOver |
![]() | bool | ChangeTeam (Controller Other, int Num, bool bNewTeam)) RoundOver |
![]() | bool | CheckEndGame (PlayerReplicationInfo Winner, string Reason)) |
![]() | CheckLives () PendingMatch | |
![]() | bool | CheckMaxLives (PlayerReplicationInfo Scorer)) |
![]() | bool | CheckScore (PlayerReplicationInfo Scorer)) |
![]() | bool | CheckScore (PlayerReplicationInfo Scorer) PendingMatch |
![]() | bool | CheckTeamSize ())) |
![]() | PlayerStart | ChoosePlayerStart (Controller Player, optional byte InTeam )) |
![]() | ContinueSeamlessTravel ())) | |
![]() | int | ConvertMapNameToContext (string MapName)) |
![]() | int | CurrentPlayerCount () |
![]() | string | DecodeEvent (name EventType, int TeamNo, string InstigatorName, string AdditionalName, class<object> AdditionalObj)) |
![]() | DiscardInventory (Pawn Other, optional controller Killer )) | |
![]() | DoEndGameMapVote ())) | |
![]() | DoMapVote () | |
![]() | bool | DominatingVictory ())) |
![]() | DriverEnteredVehicle (Vehicle V, Pawn P)) | |
![]() | DriverLeftVehicle (Vehicle V, Pawn P)) | |
![]() | EndGame (PlayerReplicationInfo Winner, string Reason )) | |
![]() | EndRound (Actor EndRoundFocus)) | |
![]() | EndSpree (UTPlayerReplicationInfo Killer, UTPlayerReplicationInfo Other)) | |
![]() | EndState (Name NextStateName)) PendingMatch | |
![]() | FindNewObjectives (UTGameObjective DisabledObjective) | |
![]() | NavigationPoint | FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName)) |
![]() | bool | ForceRespawn ())) |
![]() | Actor | GetAutoObjectiveFor (UTPlayerController PC) |
![]() | UTMutator | GetBaseUTMutator ())) |
![]() | string | GetBeaconText ())) |
![]() | UTWeaponLocker | GetBestLocker (Pawn PlayerPawn)) |
![]() | int | GetBotSkillLevel ())) |
![]() | UTTeamInfo | GetBotTeam (optional int TeamBots, ptional bool bUseTeamIndex, ptional int TeamIndex)) |
![]() | int | GetCurrentMapCycleIndex (const out array<string> MapList)) |
![]() | string | GetEndGameConditionRule ())) |
![]() | string | GetEndOfMatchRules (int InGoalScore, int InTimeLimit)) |
![]() | int | GetHandicapNeed (Pawn Other)) |
![]() | bool | GetLocationFor (Pawn StatusPawn, out Actor LocationObject, out int MessageIndex, int LocationSpeechOffset)) |
![]() | string | GetMapTypeRule ())) |
![]() | string | GetNextMap ())) |
![]() | int | GetNextPickupIndex ())) |
![]() | GetSeamlessTravelActorList (bool bToEntry, out array<Actor> ActorList)) | |
![]() | bool | GetSinglePlayerResult ())) |
![]() | bool | GetTravelType ())) |
![]() | HandleSeamlessTravelPlayer (out Controller C)) | |
![]() | InitGame (string Options, out string ErrorMessage )) | |
![]() | InitGameReplicationInfo ())) | |
![]() | InitializeBot (UTBot NewBot, UTTeamInfo BotTeam, const out CharacterInfo BotInfo)) | |
![]() | InitializeMapListManager (optional string MLMOverrideClass)) | |
![]() | InitializeVoteCollector ())) | |
![]() | bool | InitialProcessingIsComplete ())) |
![]() | bool | IsAWinner (PlayerController C)) |
![]() | bool | IsLowGoreVersion () |
![]() | bool | IsMPOrHardBotsGame ())) |
![]() | bool | IsPureGame () |
![]() | bool | IsValidMutatorsForLikeTheBackOfMyHand () |
![]() | bool | JustStarted (float MaxElapsedTime)) |
![]() | KillBot (UTBot B)) | |
![]() | KillBots ())) | |
![]() | Killed (Controller Killer, Controller KilledPlayer, Pawn KilledPawn, class | |
![]() | KillOthers ())) | |
![]() | KillThis ())) | |
![]() | int | LevelRecommendedPlayers ())) |
![]() | PlayerController | Login (string Portal, string Options, out string ErrorMessage)) |
![]() | Logout (controller Exiting)) | |
![]() | bool | MatchIsInProgress ())) |
![]() | bool | MatchIsInProgress ())) MatchInProgress |
![]() | bool | NeedPlayers ())) |
![]() | bool | NeedPlayers ())) MatchOver |
![]() | NotifyNavigationChanged (NavigationPoint N)) | |
![]() | NotifySpree (UTPlayerReplicationInfo Other, int num)) | |
![]() | ObjectiveDisabled (UTGameObjective DisabledObjective) | |
![]() | int | OrderToIndex (int Order)) |
![]() | bool | PickupQuery (Pawn Other, class<Inventory> ItemClass, Actor Pickup)) |
![]() | PlayEndOfMatchMessage ())) | |
![]() | PlayRegularEndOfMatchMessage ())) | |
![]() | PlayStartupMessage ())) | |
![]() | PostBeginPlay ())) | |
![]() | PostLogin (playercontroller NewPlayer )) | |
![]() | PostLogin (PlayerController NewPlayer)) MatchOver | |
![]() | PostSeamlessTravel ())) | |
![]() | PreLogin (string Options, string Address, out string ErrorMessage)) | |
![]() | ProcessServerTravel (string URL, optional bool bAbsolute)) | |
![]() | ProcessSpeechRecognition (UTPlayerController Speaker, const out array<SpeechRecognizedWord> Words)) | |
![]() | ProvideHeroBonus ())) | |
![]() | float | RatePlayerStart (PlayerStart P, byte Team, Controller Player)) |
![]() | ReduceDamage (out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class | |
![]() | ReduceDamage (out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class MatchOver | |
![]() | RegisterServer ())) | |
![]() | RegisterVehicle (UTVehicle V)) | |
![]() | RemoveOption (out string Options, string InKey )) | |
![]() | RemovePlayerFromMuteLists (UTPlayerController PC )) | |
![]() | Reset ())) | |
![]() | ResetAllPlayerMuteListsToSpectatorChannel ())) | |
![]() | ResetLevel ())) MatchOver | |
![]() | ResetLevel ())) RoundOver | |
![]() | RestartGame ())) | |
![]() | RestartPlayer (Controller aPlayer)) | |
![]() | RestartPlayer (Controller aPlayer)) MatchOver | |
![]() | RestartPlayer (Controller aPlayer)) PendingMatch | |
![]() | ScoreFlag (Controller Scorer, UTCTFFlag theFlag) PendingMatch | |
![]() | ScoreKill (Controller Killer, Controller Other)) | |
![]() | ScoreKill (Controller Killer, Controller Other)) MatchOver | |
![]() | ScoreKill (Controller Killer, Controller Other) PendingMatch | |
![]() | SetAlias (Controller Other, string NewAlias)) | |
![]() | SetEndGameFocus (PlayerReplicationInfo Winner)) | |
![]() | SetGameSpeed (Float T )) | |
![]() | class<GameInfo> | SetGameType (string MapName, string Options)) |
![]() | bool | SetPause (PlayerController PC, optional delegate<CanUnpause> CanUnpauseDelegate)) |
![]() | SetupPlayerMuteList (UTPlayerController PC, bool bForceSpectatorChannel )) | |
![]() | ShotTeammate (UTBetrayalPRI InstigatorPRI, UTBetrayalPRI HitPRI, Pawn ShotInstigator, Pawn HitPawn) | |
![]() | bool | ShouldRespawn (PickupFactory Other)) |
![]() | ShowPathTo (PlayerController P, int TeamNum) | |
![]() | UTBot | SinglePlayerAddBot (optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex)) |
![]() | SkipCinematics (PlayerController PC)) | |
![]() | bool | SkipPlaySound ())) |
![]() | SortPlayerScores (out array<OnlinePlayerScore> PlayerScores) | |
![]() | bool | SpaceAvailable (UTBot InBot)) |
![]() | UTBot | SpawnBot (optional string botName, ptional bool bUseTeamIndex, optional int TeamIndex)) |
![]() | float | SpawnWait (AIController B)) |
![]() | StartMatch ())) | |
![]() | Timer ())) MatchInProgress | |
![]() | Timer ())) MatchOver | |
![]() | Timer ())) PendingMatch | |
![]() | Timer ())) RoundOver | |
![]() | bool | TooManyBots (Controller botToRemove)) |
![]() | TrackMemoryFunctor ())) | |
![]() | TravelFailed (string TravelURL, string Error, optional string ErrorCode)) | |
![]() | UpdateGameplayMuteList (PlayerController PC )) | |
![]() | UpdateGameSettings ())) | |
![]() | UpdateGameSettingsCounts ())) | |
![]() | UpdateWeaponAwards ())) MatchOver | |
![]() | ViewObjective (PlayerController PC)) | |
![]() | bool | WantFastSpawnFor (AIController B)) |
![]() | WriteOnlinePlayerScores ())) | |
| 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 |
|---|
| Variables Detail |
|---|
set when admin modified options via UTPlayerController::ServerAdminChangeOption()
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.
If true, users can vote in order to pick the next map
@debug: used to draw HUD message so it's easy to tell when bots are set up incorrectly in SP missions
Prefix characters for names of maps for this game type
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)
Used during the campaign to give player team a health bonuse
Used during the campaign to give player team an armor bonus
When enabled, allows players on different teams to voice chat with each other. (Used for Duel games) Note
If false, users will only be presented with a map list at the end of the round
Used during the campaign to keep player team from using necris vehicles (until they get the magic key)
If true, no custom characters will be allowed, all players will be default
class used for AI bots
Flag whether "X kills remain" has been played yet
Whether scoring is based on enemy deaths
Whether should postrender enemy pawns
If true, look for nearby weaponlocker weapons (for game types which implement this functionality)
Force dead players to respawn immediately if true (configurable)
whether not yet driven vehicles can take damage
Temporary (used in game) version of bForceRespawn
how long we wait for clients to perform initial processing at the start of the game (UTPlayerController::bInitialProcessingComplete)
PlayerController class to use on consoles
Used for loading appropriate game type if non-specified in URL
Default inventory added via AddDefaultInventory()
prefix of filename to record a demo to - a number is added on to get a unique filename (empty string means don't record)
The amount of time that must pass before voting is initialized (only applies to midgame voting)
Last time bot yelled encouragement to player
Last time bot yelled mandown to player
index of current map in the cycle
Name of the class that manages maplists and map cycles
Used for loading appropriate game type if non-specified in URL
The percentage of votes required to initiate a map switch
The minimum number of votes required to initiate a map switch midgame
for single player when "Tactical Diversion" card is used - skip adding this many Kismet spawned bots
forces the spawn location for the next player spawned
Used by the single player game
Current sniper
object containing speech recognition data to use for this gametype
class to add to default inventory when translocator is enabled (translocator can't be enabled unless this has a value)
The actual object that manages voting
Classname of the object that manages voting
How long the voting will take
weapon specific Taunt management (keep them from being used multiple times per round)
Name of the class that supplies the webserver
Maximum number of custom char meshes allowed.
| Enumerations Detail |
|---|
Voice channels used by these game types
| Structures Detail |
|---|
Array of active bot names.
bInUse:whether the bot is currently in the gameBotName:name of character
Game Map Cycles, there is a map cycle per game mode
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 URLPrefix:map prefix, e.g. "DM"
var bool bIsUT3GoldMap;};
var bool bIsValidAchievementMap;
var int MapContextId;
var string MapName;
| Functions Detail |
|---|
ActivateVehicleFactory Source codeActivateVehicleFactory() Called by UTVehicleFactory in its PostBeginPlay()
AddBot Source code
AddBots Source code
AddDefaultInventory Source codeGive player locker weapons for locker associated with base
AddInitialBots Source code
AddMutator Source code
AddNamedBot Source code
AdjustSkill Source code
AllowBecomeActivePlayer Source code
AllowBecomeHero Source code
AllowCheats Source codeAllowCheats - Allow cheating in single player games and coop games.
AllowClientToTeleport Source codeThis function allows the server to override any requested teleport attempts from a client
@returns returns true if the teleport is allowed
AllowMutator Source code
AssignHoverboard Source code
AtCapacity Source code
BecomeSpectator Source code
BeginState MatchInProgress Source code
BeginState MatchOver Source code
BeginState PendingMatch Source code
BeginState RoundOver Source code
BroadcastDeathMessage Source code
CampaignSkillAdjust Source codeCalled to adjust skill when bot respawns
CanDisableObjective Source code
CanSpectate Source code
ChangeName Source code
ChangeTeam MatchInProgress Source code
ChangeTeam MatchOver Source code
ChangeTeam RoundOver Source code
CheckEndGame Source code
CheckLives PendingMatch Source code
CheckMaxLives Source code
CheckScore Source code
CheckScore PendingMatch Source code
CheckTeamSize Source code
ChoosePlayerStart Source codeChoosePlayerStart() 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
ConvertMapNameToContext Source codeUT3G - Convert the map name to the XboxLive context
CurrentPlayerCount Source code
DecodeEvent Source code
DiscardInventory Source code
DoEndGameMapVote Source code
DoMapVote Source code
DominatingVictory Source code
DriverEnteredVehicle Source code
DriverLeftVehicle Source code
EndGame Source code
EndRound Source codeends the current round; sends the game into state RoundOver and sets the ViewTarget for all players to be the given actor
EndSpree Source code
EndState PendingMatch Source code
FindNewObjectives Source codere-evaluate objectives for players because the specified one has been changed/completed
FindPlayerStart Source codeFindPlayerStart() 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 codeForceRespawn() returns true if dead players should respawn immediately
GetAutoObjectiveFor Source code
@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
@return the first mutator in the mutator list that's a UTMutator
GetBeaconText Source code
GetBestLocker Source code
GetBotSkillLevel Source code
GetBotTeam Source code
GetCurrentMapCycleIndex Source code
@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
GetEndOfMatchRules Source code@Returns a string that describes how to win the match
GetHandicapNeed Source codereturn a value based on how much this pawn needs help
GetLocationFor Source codeReturns through outparameters what location message to play Returns true if it returned message information
GetMapTypeRule Source code
GetNextMap Source codeReturns the next map to play. If we are in story mode, we need to go back to the map selection menu
GetNextPickupIndex Source code
GetSeamlessTravelActorList Source code
GetSinglePlayerResult Source code@Retuns the results of the match.
GetTravelType Source code
HandleSeamlessTravelPlayer Source code
InitGame Source code
InitGameReplicationInfo Source code
InitializeBot Source code
InitializeMapListManager Source code
InitializeVoteCollector Source code
InitialProcessingIsComplete Source code
IsAWinner Source code
IsLowGoreVersion Source code
IsMPOrHardBotsGame Source code
IsPureGame Source codereturns whether this game should be considered "pure"
IsValidMutatorsForLikeTheBackOfMyHand Source code
JustStarted Source code
KillBot Source code
KillBots Source code
Killed Source code
KillOthers Source code
KillThis Source code
LevelRecommendedPlayers Source code
Login Source code
Logout Source code
MatchIsInProgress Source code
MatchIsInProgress MatchInProgress Source code
NeedPlayers Source code
NeedPlayers MatchOver Source code
NotifyNavigationChanged Source code
NotifySpree Source code
ObjectiveDisabled Source code
OrderToIndex Source code
PickupQuery Source code
PlayEndOfMatchMessage Source code
PlayRegularEndOfMatchMessage Source code
PlayStartupMessage Source code
PostBeginPlay Source code
PostLogin Source code
PostLogin MatchOver Source code
PostSeamlessTravel Source code
PreLogin Source code
ProcessServerTravel Source code
ProcessSpeechRecognition Source codeparses the given player's recognized speech into bot orders, etc
ProvideHeroBonus Source codeGive bonus hero points when a hero is spawned to anyone who has never been a hero
RatePlayerStart Source codeRatePlayerStart() 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
ReduceDamage MatchOver Source code
RegisterServer Source code
RegisterVehicle Source code
RemoveOption Source code
RemovePlayerFromMuteLists Source codeRemoves the specified player from all other player's mute lists
@param PC Player controller to remove from other mute lists
Reset Source codeReset() - reset actor to initial state - used when restarting level without reloading.
ResetAllPlayerMuteListsToSpectatorChannel Source codeReset everyone's channel to the same thing and then rebuild the gameplay mute lists for each player
ResetLevel MatchOver Source code
ResetLevel RoundOver Source code
RestartGame Source code
RestartPlayer Source code
RestartPlayer MatchOver Source code
RestartPlayer PendingMatch Source code
ScoreFlag PendingMatch Source code
ScoreKill Source code
ScoreKill MatchOver Source code
ScoreKill PendingMatch Source code
SetAlias Source code
SetEndGameFocus Source code
SetGameSpeed Source code
SetGameType Source code
SetPause Source codeOnly allow local players to pause
SetupPlayerMuteList Source codeSets 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
ShouldRespawn Source code
ShowPathTo Source codedisplays the path to the given base for the given player
SinglePlayerAddBot Source code
SkipCinematics Source code
SkipPlaySound Source code
SortPlayerScores Source codeSorts the scores and assigns relative positions to the players
@param PlayerScores the raw scores before sorting and relative position setting
SpaceAvailable Source code
SpawnBot Source code
SpawnWait Source code
StartMatch Source code
Timer MatchInProgress Source code
Timer MatchOver Source code
Timer PendingMatch Source code
Timer RoundOver Source code
TooManyBots Source codeLook 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 codeThis is our TrackMemory functor where we can put anything we want to do every N seconds.
TravelFailed Source codeCalled from the WorldInfo when travelling fails
UpdateGameplayMuteList Source codeThis 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 codeUsed to update any changes in game settings that need to be published to players that are searching for games
UpdateGameSettingsCounts Source codeUpdates the online subsystem's information for player counts so that LAN matches can show the correct player counts
UpdateWeaponAwards MatchOver Source codeUpdate weapon awards at end of match
ViewObjective Source code
WantFastSpawnFor Source code
WriteOnlinePlayerScores Source codeWrite 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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