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UTGame.UTOnslaughtMapInfo

Extends
UTMapInfo
Modifiers
native ( Onslaught ) dependson ( UTOnslaughtNodeObjective )

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

Core.Object
|   
+-- Engine.MapInfo
   |   
   +-- UTGame.UTMapInfo
      |   
      +-- UTGame.UTOnslaughtMapInfo

Variables Summary
nameActiveSetupName
UTOnslaughtMapInfo
boolbEnableEditorPreview
boolbSaveSetupToIni
nameEditorPreviewSetup
array<LinkSetup>LinkSetups
Inherited Variables from UTGame.UTMapInfo
ActualMapCenter, bBuildTranslocatorPaths, bMapUpToDate, CenterPos, ColorPercent, CurrentActor, CurrentMapRotYaw, DefaultMapSize, GreenIconMaterialInstance, HUDIcons, HUDIconsT, KeyVehicles[2], MapCenter, MapExtent, MapMaterialInstance, MapMaterialReference, MapMusicInfo, MapRotX, MapRotY, MapScale, MapTexture, MapTextureYaw, MapYaw, Objectives, PlayerIconCoords, RadarRange, RadarWidth, RecommendedPlayersMax, RecommendedPlayersMin, RotatingMiniMapRange, Sensors, UseableRadius, VisibilityModifier, WatchedActor

Structures Summary
FullNodeLink
FromNode, ToNode
LinkSetup
SetupName, NodeLinks, StandaloneNodes, NodeStartingOwners, NodeMinPlayers, DeactivatedActors, DeactivatedGroups, ActivatedActors, ActivatedGroups
NodeMinPlayerCount
Node, MinPlayers
NodeStartingOwner
Node, StartingOwnerCore

Functions Summary
function ApplyLinkSetup (name SetupName))
functionname GetActiveSetupName ()))
function RemoveLinkSetup ()))
function SaveLinkSetupToIni (name SetupName)
function SetActorActive (Actor TheActor, bool bActive))
Inherited Functions from UTGame.UTMapInfo
AddKeyVehicle, ChangeMapRotation, DrawMap, DrawMapImage, DrawRotatedMaterialTile, DrawRotatedTile, FindObjectives, GetActorHudLocation, RenderAdditionalInformation, RenderLinks, UpdateHUDLocation, UpdateNodes, VerifyMapExtent


Variables Detail

ActiveSetupName Source code

var protected name ActiveSetupName;
the currently active link setup (used to reverse effects when changing the one to use)

UTOnslaughtMapInfo

bEnableEditorPreview Source code

var(UTOnslaughtMapInfo) const editoronly bool bEnableEditorPreview;
when set, actors disabled in the EditorPreviewSetup are hidden in the editor

bSaveSetupToIni Source code

var(UTOnslaughtMapInfo) const transient bool bSaveSetupToIni;
exports a link setup to an .ini file (for creating custom setups)

EditorPreviewSetup Source code

var(UTOnslaughtMapInfo) const editoronly name EditorPreviewSetup;
link setup to use for editor preview and in PIE

LinkSetups Source code

var(UTOnslaughtMapInfo) array<LinkSetup> LinkSetups;
list of link setups available


Structures Detail

FullNodeLink Source code

struct FullNodeLink
{
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 from
ToNode:
the node to link to

LinkSetup Source code

struct LinkSetup
{
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 active
ActivatedGroups:
Shows/activates all actors with the specified Group
DeactivatedActors:
Actors that should be hidden/deactivated when this link setup is active
DeactivatedGroups:
Hides/Deactivates all actors with the specified Group
NodeLinks:
node links in this setup
NodeMinPlayers:
nodes that have a minimum player count in this setup
NodeStartingOwners:
nodes that start with an owner in this setup
SetupName:
name of the link setup
StandaloneNodes:
standalone nodes in this setup

NodeMinPlayerCount Source code

struct NodeMinPlayerCount
{
var(UTOnslaughtMapInfo) int MinPlayers;
var(UTOnslaughtMapInfo) UTOnslaughtNodeObjective Node;
};
links nodes to the minimum number of players required for them to appear

NodeStartingOwner Source code

struct NodeStartingOwner
{
var(UTOnslaughtMapInfo) UTOnslaughtNodeObjective Node;
var(UTOnslaughtMapInfo) UTOnslaughtPowerCore StartingOwnerCore;
};
links nodes to the team that should start out owning them


Functions Detail

ApplyLinkSetup Source code

function ApplyLinkSetup ( name SetupName) )
applies the given link setup, if it exists, removing any currently active one first
@param SetupName the link setup to use

GetActiveSetupName Source code

function name GetActiveSetupName ( ) )
accessor for ActiveSetupName

RemoveLinkSetup Source code

function RemoveLinkSetup ( ) )
removes the currently activated link setup

SaveLinkSetupToIni Source code

native final function SaveLinkSetupToIni ( name SetupName )
saves the passed in setup to an .ini file of the same name as the current map

SetActorActive Source code

function SetActorActive ( Actor TheActor, bool bActive) )
sets 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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Creation time: sk 18-3-2018 10:00:54.109 - Created with UnCodeX