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UTGame.UTMissionSelectionGame

Extends
UTEntryGame
Modifiers
dependson ( UTMissionInfo , UTSeqObj_SPMission )

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.GameInfo
         |   
         +-- UTGame.UTGame
            |   
            +-- UTGame.UTDeathmatch
               |   
               +-- UTGame.UTTeamGame
                  |   
                  +-- UTGame.UTEntryGame
                     |   
                     +-- UTGame.UTMissionSelectionGame

Variables Summary
boolbNextMissionTeamGame
array<string>CardCharacters
array<string>CharactersThatShouldAlwaysBeCustomCharacters
UTPlayerControllerHostPlayer
array<string>IronGuardEnhancedPool
array<string>IronGuardPool
ESinglePlayerMissionResultLastMissionResult
array<string>LiandriEnhancedPool
array<string>LiandriPool
stringNextMissionURL
Inherited Variables from UTGame.UTTeamGame
bAllowNonTeamChat, bForceAllRed, bNoTeamChangePenalty, bPlayersBalanceTeams, bRebalanceAfterTravel, bRebalanceOnceAfterTravel, bScoreTeamKills, bScoreVictimsTarget, bSpawnInTeamArea, CustomTeamName[2], FlagKillMessageName, FriendlyFireScale, PendingTeamSwap, SwapRequestTime, TeamAIType[2], TeamFactions[2], TeammateBoost, TeamScoreMessageClass, Teams[2]

Enumerations Summary
ESinglePlayerMissionResult
ESPMR_None, ESPMR_Win, ESPMR_Loss

Functions Summary
function AcceptMission ()))
functionUTBot AddBot (optional string BotName, optional bool bUseTeamIndex, optional int TeamIndex))
function AddBotsFromMissionData (EMissionInformation Mission, bool bAddOnlyCustomizedCharacters ))
function BeginState (name PrevStateName))
SyncClients
function BinkMovieFinished ()))
function BriefMission ()))
functionbool CheckMission (UTProfileSettings Profile, ESinglePlayerMissionResult Result, EMissionCondition Condition))
functionUTTeamInfo GetBotTeam (optional int TeamBots, optional bool bUseTeamIndex, optional int TeamIndex))
function GiveUpWaiting ()))
SyncClients
function HandleCutSequence (EMissionInformation Mission, UTSeqObj_SPMission MissionObj))
function HandleForcedTravel (int MissionID))
event HandleSeamlessTravelPlayer (out Controller C))
event InitGame (string Options, out string ErrorMessage ))
function InitGameReplicationInfo ()))
function InitializeMissionSystem (UTMissionGRI MGRI, layerController Host))
functionbool IsACharacterThatShouldAlwaysBeCustom (string CharName ))
function ManageLogin (PlayerController NewPlayer))
functionbool MatchIsInProgress ()))
PendingMatch
functionbool NeedPlayers ()))
functionbyte PickTeam (byte num, Controller C))
event PostLogin (PlayerController NewPlayer ))
function ProcessModifierCard (name GameModifierCard, UTProfileSettings Profile, out string URL, out EMissionInformation Mission))
function SaveProfile (PlayerController TargetPC))
function SetModifierCard (name Card))
function ShowCredits ()))
function StartMatch ()))
PendingMatch
function Timer ()))
SyncClients
functionbool TooManyBots (Controller botToRemove))
Inherited Functions from UTGame.UTEntryGame
AddBots, BeginState, EndState, InitGame, NeedPlayers, RestartPlayer, StartMatch, Timer
Inherited Functions from UTGame.UTTeamGame
AddBlueBots, AddRedBots, AdjustSkill, AllowClientToTeleport, AnnounceScore, BalanceTeams, CampaignSkillAdjust, CanSpectate, ChangeTeam, CheckEndGame, CheckMaxLives, CheckScore, CheckTeamBasedAchievements, CreateTeam, DominatingVictory, FindNewObjectives, FindVictimsTarget, ForceRespawn, GetBotTeam, GetFriendTeam, GetHandicapNeed, GetSeamlessTravelActorList, HandleSeamlessTravelPlayer, InitGame, InitializeBot, IsAWinner, IsWinningTeam, LevelRecommendedPlayers, Logout, NearGoal, NotifyKilled, OverridePRI, ParseSpeechRecipients, PickFriendTeam, PickTeam, PlayRegularEndOfMatchMessage, PostLogin, PostSeamlessTravel, PreBeginPlay, ProcessSpeechOrders, ProcessSpeechRecognition, RatePlayerStart, ReduceDamage, RestartGame, ScoreKill, SendFlagKillMessage, SetEndGameFocus, SetTeam, ShowPathTo, TooManyBots, WriteOnlineStats

States Summary
PendingMatch Source code
auto state PendingMatch
MatchIsInProgress, StartMatch
SyncClients Source code
state SyncClients
/** * We need to give clients time to bring the briefing menu up and become ready to travel. We do * this by pausing here and waiting for bReadyToPlay to be set for each player */
BeginState, GiveUpWaiting, Timer


Variables Detail

bNextMissionTeamGame Source code

var bool bNextMissionTeamGame;

CardCharacters Source code

var array<string> CardCharacters;
This holds the set of bots that have been played from a card

CharactersThatShouldAlwaysBeCustomCharacters Source code

var array<string> CharactersThatShouldAlwaysBeCustomCharacters;
This is the set of characters that should always be custom characters

HostPlayer Source code

var UTPlayerController HostPlayer;

IronGuardEnhancedPool Source code

var array<string> IronGuardEnhancedPool;

IronGuardPool Source code

var array<string> IronGuardPool;

LastMissionResult Source code

var ESinglePlayerMissionResult LastMissionResult;

LiandriEnhancedPool Source code

var array<string> LiandriEnhancedPool;

LiandriPool Source code

var array<string> LiandriPool;

NextMissionURL Source code

var string NextMissionURL;


Enumerations Detail

ESinglePlayerMissionResult Source code

enum ESinglePlayerMissionResult
{
ESPMR_None, ESPMR_Win, ESPMR_Loss
};


Functions Detail

AcceptMission Source code

function AcceptMission ( ) )
The host has accepted a mission. Signal the clients to travel and wait for them to sync up.

AddBot Source code

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

AddBotsFromMissionData Source code

function AddBotsFromMissionData ( EMissionInformation Mission, bool bAddOnlyCustomizedCharacters ) )
This function is called when we are adding a character to the game. It is meant to be called twice. The first time with bAddOnlyCustomizedCharacters being TRUE so all of the characters that we want customized will actually be that way. And then with bAddOnlyCustomizedCharacters FALSE so we add all of the other characters into the world. The mission data has a number of ways in which it organizes that data so we need to do two passes over that data in order to make certain that we get the most optimal set of customized characters. NOTE: this will just order the list with the "important to be customized" first. Machine settings could make it such that only a subset actually get customized characters or that all of them do!

BeginState SyncClients Source code

function BeginState ( name PrevStateName) )

BinkMovieFinished Source code

function BinkMovieFinished ( ) )

BriefMission Source code

function BriefMission ( ) )

CheckMission Source code

function bool CheckMission ( UTProfileSettings Profile, ESinglePlayerMissionResult Result, EMissionCondition Condition) )
Checks to see if a mission can be added to the mission list
@param Profile The profile we are using
@param Result The result of the last match
@param Condition The conditions to check against
@returns true if this mission is good to go

GetBotTeam Source code

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

GiveUpWaiting SyncClients Source code

function GiveUpWaiting ( ) )

HandleCutSequence Source code

function HandleCutSequence ( EMissionInformation Mission, UTSeqObj_SPMission MissionObj) )
Travel to a cut sequence

HandleForcedTravel Source code

function HandleForcedTravel ( int MissionID) )
Create the URL and travel to a given mission.

HandleSeamlessTravelPlayer Source code

event HandleSeamlessTravelPlayer ( out Controller C) )
A new player has returned to the server via Seamless travel. We need to determine if they are the host and setup the PRI accordingly

InitGame Source code

event InitGame ( string Options, out string ErrorMessage ) )
Figure out if the last match was won or lost

InitGameReplicationInfo Source code

function InitGameReplicationInfo ( ) )

InitializeMissionSystem Source code

function InitializeMissionSystem ( UTMissionGRI MGRI,PlayerController Host) )
Find the current Mission and look to see if we have a forced path. If we do, server travel

IsACharacterThatShouldAlwaysBeCustom Source code

function bool IsACharacterThatShouldAlwaysBeCustom ( string CharName ) )
This will look down the list of chars that should always be custom and then return true of the passed in string is in that list

ManageLogin Source code

function ManageLogin ( PlayerController NewPlayer) )

MatchIsInProgress PendingMatch Source code

function bool MatchIsInProgress ( ) )

NeedPlayers Source code

function bool NeedPlayers ( ) )

PickTeam Source code

function byte PickTeam ( byte num, Controller C) )

PostLogin Source code

event PostLogin ( PlayerController NewPlayer ) )
A new player has joined the server. Figure out if that player is the host.

ProcessModifierCard Source code

function ProcessModifierCard ( name GameModifierCard, UTProfileSettings Profile, out string URL, out EMissionInformation Mission) )

SaveProfile Source code

function SaveProfile ( PlayerController TargetPC) )

SetModifierCard Source code

function SetModifierCard ( name Card) )

ShowCredits Source code

function ShowCredits ( ) )

StartMatch PendingMatch Source code

function StartMatch ( ) )
Tells all of the currently connected clients to register with arbitration. The clients will call back to the server once they have done so, which will tell this state to see if it is time for the server to register with arbitration.

Timer SyncClients Source code

function Timer ( ) )

TooManyBots Source code

function bool TooManyBots ( Controller botToRemove) )


Defaultproperties

defaultproperties
{
   IronGuardPool(0)="Cain"
   IronGuardPool(1)="Blackjack"
   IronGuardPool(2)="Johnson"
   IronGuardPool(3)="Kregore"
   IronGuardPool(4)="Talan"
   IronGuardEnhancedPool(0)="Barktooth"
   IronGuardEnhancedPool(1)="Harlin"
   IronGuardEnhancedPool(2)="Slain"
   IronGuardEnhancedPool(3)="Blain"
   LiandriPool(0)="Torque"
   LiandriPool(1)="Syntax"
   LiandriPool(2)="Raptor"
   LiandriPool(3)="Mihr"
   LiandriEnhancedPool(0)="Matrix"
   LiandriEnhancedPool(1)="Aspect"
   LiandriEnhancedPool(2)="Cathode"
   LiandriEnhancedPool(3)="Enigma"
   CharactersThatShouldAlwaysBeCustomCharacters(0)="Reaper"
   CharactersThatShouldAlwaysBeCustomCharacters(1)="Jester"
   CharactersThatShouldAlwaysBeCustomCharacters(2)="Othello"
   CharactersThatShouldAlwaysBeCustomCharacters(3)="Bishop"
   CharactersThatShouldAlwaysBeCustomCharacters(4)="Lauren"
   CharactersThatShouldAlwaysBeCustomCharacters(5)="Akasha"
   CharactersThatShouldAlwaysBeCustomCharacters(6)="Loque"
   CharactersThatShouldAlwaysBeCustomCharacters(7)="Matrix"
   CharactersThatShouldAlwaysBeCustomCharacters(8)="Scythe"
   CharactersThatShouldAlwaysBeCustomCharacters(9)="Alanna"
   CharactersThatShouldAlwaysBeCustomCharacters(10)="Arachne"
   CharactersThatShouldAlwaysBeCustomCharacters(11)="Ariel"
   CharactersThatShouldAlwaysBeCustomCharacters(12)="Avalon"
   CharactersThatShouldAlwaysBeCustomCharacters(13)="Cassidy"
   CharactersThatShouldAlwaysBeCustomCharacters(14)="Desiree"
   CharactersThatShouldAlwaysBeCustomCharacters(15)="Freylis"
   CharactersThatShouldAlwaysBeCustomCharacters(16)="Kai"
   CharactersThatShouldAlwaysBeCustomCharacters(17)="Kira"
   CharactersThatShouldAlwaysBeCustomCharacters(18)="Malise"
   CharactersThatShouldAlwaysBeCustomCharacters(19)="Metridia"
   CharactersThatShouldAlwaysBeCustomCharacters(20)="Raven"
   CharactersThatShouldAlwaysBeCustomCharacters(21)="Visse"
   ConsolePlayerControllerClass=Class'UTGame.UTMissionPlayerController'
   HUDType=None
   PlayerControllerClass=Class'UTGame.UTMissionPlayerController'
   PlayerReplicationInfoClass=Class'UTGame.UTMissionSelectionPRI'
   GameReplicationInfoClass=Class'UTGame.UTMissionGRI'
   Name="Default__UTMissionSelectionGame"
   ObjectArchetype=UTEntryGame'UTGame.Default__UTEntryGame'
}

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Creation time: sk 18-3-2018 10:00:53.679 - Created with UnCodeX