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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.MapInfo
|
+-- UTGame.UTMapInfo
|
+-- UTGame.UTOnslaughtMapInfo
| Variables Summary | |
|---|---|
| name | ActiveSetupName |
| UTOnslaughtMapInfo | |
| bool | bEnableEditorPreview |
| bool | bSaveSetupToIni |
| name | EditorPreviewSetup |
| array<LinkSetup> | LinkSetups |
| Structures Summary | ||
|---|---|---|
| FullNodeLink FromNode, ToNode | ||
| LinkSetup SetupName, NodeLinks, StandaloneNodes, NodeStartingOwners, NodeMinPlayers, DeactivatedActors, DeactivatedGroups, ActivatedActors, ActivatedGroups | ||
| NodeMinPlayerCount Node, MinPlayers | ||
| NodeStartingOwner Node, StartingOwnerCore | ||
| Functions Summary | ||
|---|---|---|
![]() | ApplyLinkSetup (name SetupName)) | |
![]() | name | GetActiveSetupName ())) |
![]() | RemoveLinkSetup ())) | |
![]() | SaveLinkSetupToIni (name SetupName) | |
![]() | SetActorActive (Actor TheActor, bool bActive)) | |
| Variables Detail |
|---|
the currently active link setup (used to reverse effects when changing the one to use)
when set, actors disabled in the EditorPreviewSetup are hidden in the editor
exports a link setup to an .ini file (for creating custom setups)
link setup to use for editor preview and in PIE
list of link setups available
| Structures Detail |
|---|
var(UTOnslaughtMapInfo) UTOnslaughtNodeObjective FromNode;};
var(UTOnslaughtMapInfo) UTOnslaughtNodeObjective ToNode;
full information on a node link (similar to 'NodeLink' but also includes the source node)
FromNode:the node to link fromToNode:the node to link to
var(UTOnslaughtMapInfo) array<Actor> ActivatedActors;};
var(UTOnslaughtMapInfo) array<name> ActivatedGroups;
var(UTOnslaughtMapInfo) array<Actor> DeactivatedActors;
var(UTOnslaughtMapInfo) array<name> DeactivatedGroups;
var(UTOnslaughtMapInfo) array<FullNodeLink> NodeLinks;
var(UTOnslaughtMapInfo) array<NodeMinPlayerCount> NodeMinPlayers;
var(UTOnslaughtMapInfo) array<NodeStartingOwner> NodeStartingOwners;
var(UTOnslaughtMapInfo) name SetupName;
var(UTOnslaughtMapInfo) array<UTOnslaughtNodeObjective> StandaloneNodes;
link setup information
ActivatedActors:Actors that should be visible/activated when this link setup is activeActivatedGroups:Shows/activates all actors with the specified GroupDeactivatedActors:Actors that should be hidden/deactivated when this link setup is activeDeactivatedGroups:Hides/Deactivates all actors with the specified GroupNodeLinks:node links in this setupNodeMinPlayers:nodes that have a minimum player count in this setupNodeStartingOwners:nodes that start with an owner in this setupSetupName:name of the link setupStandaloneNodes:standalone nodes in this setup
var(UTOnslaughtMapInfo) int MinPlayers;};
var(UTOnslaughtMapInfo) UTOnslaughtNodeObjective Node;
links nodes to the minimum number of players required for them to appear
var(UTOnslaughtMapInfo) UTOnslaughtNodeObjective Node;};
var(UTOnslaughtMapInfo) UTOnslaughtPowerCore StartingOwnerCore;
links nodes to the team that should start out owning them
| Functions Detail |
|---|
ApplyLinkSetup Source codeapplies the given link setup, if it exists, removing any currently active one first
@param SetupName the link setup to use
GetActiveSetupName Source codeaccessor for ActiveSetupName
RemoveLinkSetup Source coderemoves the currently activated link setup
SaveLinkSetupToIni Source codesaves the passed in setup to an .ini file of the same name as the current map
SetActorActive Source codesets the given actor as active or inactive
| Defaultproperties |
|---|
defaultproperties
{
LinkSetups(0)=(SetupName="Default")
bBuildTranslocatorPaths=False
Name="Default__UTOnslaughtMapInfo"
ObjectArchetype=UTMapInfo'UTGame.Default__UTMapInfo'
}
|
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