- Extends
- xTeamGame
Core.Object
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+-- Engine.Actor
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+-- Engine.Info
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+-- Engine.GameInfo
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+-- UnrealGame.UnrealMPGameInfo
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+-- UnrealGame.DeathMatch
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+-- UnrealGame.TeamGame
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+-- XGame.xTeamGame
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+-- Onslaught.ONSOnslaughtGame
Inherited Variables from UnrealGame.TeamGame |
ADR_Control, ADR_Goal, ADR_Return, bAllowNonTeamChat, BareHanded, bBalanceTeams, BlueTeamName, bPlayersBalanceTeams, bScoreTeamKills, bScoreVictimsTarget, bSpawnInTeamArea, CaptureSoundName[2], EndGameCommented[10], EndGameComments[10], EndGameLossRemarks[10], EndGameRemark[10], EndGameResponses[10], EndGameTaunts[10], EndGameVictoryRemarks[10], FriendlyFireScale, IncreaseLeadName[2], LastEndGameComment, LastEndGameRemark, LastEndGameResponse, LastEndGameTauntTime, MaxTeamSize, NearString, PathWhisps[2], RedTeamName, TakeLeadName[2], TeamAIType[2], TeammateBoost, Teams[2], TempSymbols[2], TGHints, TGPropDescText[TGPROPNUM], TGPropsDisplayText[TGPROPNUM] |
Functions Summary |
| bool | AcceptPlayInfoProperty (string PropertyName)
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| bool | AddLink (ONSPowerCore A, ONSPowerCore B)
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| bool | AllowMutator (string MutatorClassName)
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| bool | AllowTransloc ()
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| bool | ApplyOrder (PlayerController Sender, int RecipientID, int OrderID)
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| bool | ChangeTeam (Controller Other, int num, bool bNewTeam)
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| bool | CheckEndGame (PlayerReplicationInfo Winner, string Reason)
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| | CheckScore (PlayerReplicationInfo Scorer)
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| | ClearLinks ()
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| bool | CriticalPlayer (Controller Other)
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| | DeadUse (PlayerController PC)
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| bool | DeletePowerLinkSetup (string SetupName, PlayerController Caller)
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| | Destroyed ()
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| bool | ExistsLinkPathTo (ONSPowerCore Start, ONSPowerCore Destination, out array<ONSPowerCore> Traveled)
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| | FillPlayInfo (PlayInfo PlayInfo)
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| | FindLinkSetup (optional string IgnoredSetup)
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| NavigationPoint | FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName)
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| array<string> | GetAllLoadHints (optional bool bThisClassOnly)
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| string | GetDescriptionText (string PropName)
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| | GetServerDetails (out ServerResponseLine ServerState)
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| | GetServerInfo (out ServerResponseLine ServerState)
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| bool | HasLink (ONSPowerCore A, ONSPowerCore B)
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| | InitGame (string Options, out string Error)
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| | Killed (Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType)
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| | MainCoreDestroyed (byte T)
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| bool | NeverAllowTransloc ()
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| int | ParseOrder (string OrderString)
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| | PlayStartupMessage ()
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| | PostBeginPlay ()
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| | PostLogin (PlayerController NewPlayer)
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| | PrecacheGameAnnouncements (AnnouncerVoice V, bool bRewardSounds)
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| bool | RemoveLink (ONSPowerCore A, ONSPowerCore B)
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| | Reset ()
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| | ResetPowerLinks ()
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| bool | SavePowerLinkSetup (string SetupName, PlayerController Caller)
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| | ScoreObjective (PlayerReplicationInfo Scorer, float Score)
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| | SetCoreDistance (ONSPowerCore PC, byte T, byte Distance)
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| | SetEndGameFocus (PlayerReplicationInfo Winner)
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| | SetGrammar ()
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| | SetInitialState ()
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| bool | SetPowerLinkSetup (string SetupName, PlayerController Caller)
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| bool | SetupExists (string SetupName)
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| | SetupLinks ()
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| | Sever (ONSPowerCore PC, int TeamIndex)
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| | ShowPathTo (PlayerController P, int TeamNum)
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| | StartMatch ()
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| | Timer () MatchInProgress |
| | UpdateLinks ()
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| | UpdateSeveredLinks ()
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| bool | ValidSpawnPoint (ONSPowerCore PC, int TeamIndex)
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Inherited Functions from UnrealGame.TeamGame |
AcceptPlayInfoProperty, AnnounceScore, ApplyOrder, BallCarrierMessage, CanShowPathTo, CanSpectate, ChangeTeam, CheckEndGame, CheckMaxLives, CheckScore, CriticalPlayer, EndGameCommentFor, EndGameTauntFor, FillPlayInfo, FindNewObjectives, FindTeamDesignation, FindTeamFor, FindVictimsTarget, GetAllLoadHints, GetBlueTeam, GetBotTeam, GetDescriptionText, GetMinPlayers, GetRedTeam, GetServerDetails, GetStatus, IncrementGoalsScored, InitGame, InitTeamSymbols, InitVoiceReplicationInfo, NearGoal, NotifyKilled, OtherTeam, OverrideInitialBots, ParseChatPercVar, ParseMessageString, ParseOrder, ParseRecipient, ParseRecipients, ParseVoiceCommand, PickEndGameTauntFor, PickTeam, PlayEndOfMatchMessage, PostBeginPlay, PostLogin, PrecacheGameAnnouncements, PreLoadBot, PreLoadNamedBot, RatePlayerStart, ReduceDamage, RestartPlayer, SameTeam, ScoreKill, SetEndGameFocus, SetGrammar, ShowPathTo, TooManyBots, UpdateAnnouncements, WeakObjectives |
const ONSPROPNUM = 3;
bCurrentSetupIsOfficial Source code
var bool bCurrentSetupIsOfficial;
var config bool bRandSetupAfterReset;
var bool bSidesAreSwitched;
var config bool bSwapSidesAfterReset;
var string CurrentSetupName;
var int FinalCore[2];
OfficialPowerLinkSetups Source code
ONSPropDescText[ONSPROPNUM] Source code
var localized string ONSPropDescText[ONSPROPNUM];
ONSPropsDisplayText[ONSPROPNUM] Source code
var localized string ONSPropsDisplayText[ONSPROPNUM];
OvertimeCoreDrainPerSec Source code
var config int OvertimeCoreDrainPerSec;
LoadingHints
var(LoadingHints) private localized array<string> ONSHints;
struct PowerLinkSetup
{
var name BaseNode;
var array<name> LinkedNodes;
};
AcceptPlayInfoProperty Source code
static event bool AcceptPlayInfoProperty ( string PropertyName )
static function bool AllowMutator ( string MutatorClassName )
function bool AllowTransloc ( )
function bool ApplyOrder (
PlayerController Sender,
int RecipientID,
int OrderID )
function bool ChangeTeam (
Controller Other,
int num,
bool bNewTeam )
function ClearLinks ( )
function bool DeletePowerLinkSetup (
string SetupName,
PlayerController Caller )
event Destroyed ( )
function FindLinkSetup ( optional string IgnoredSetup )
static function array<string> GetAllLoadHints ( optional bool bThisClassOnly )
static event string GetDescriptionText ( string PropName )
event InitGame ( string Options, out string Error )
function MainCoreDestroyed ( byte T )
static function bool NeverAllowTransloc ( )
function int ParseOrder ( string OrderString )
function PlayStartupMessage ( )
event PostBeginPlay ( )
PrecacheGameAnnouncements Source code
static function PrecacheGameAnnouncements (
AnnouncerVoice V,
bool bRewardSounds )
function Reset ( )
function ResetPowerLinks ( )
function SetCoreDistance (
ONSPowerCore PC,
byte T,
byte Distance )
event SetGrammar ( )
function SetInitialState ( )
function bool SetupExists ( string SetupName )
function SetupLinks ( )
function StartMatch ( )
event Timer ( )
function UpdateLinks ( )
function UpdateSeveredLinks ( )
function bool ValidSpawnPoint (
ONSPowerCore PC,
int TeamIndex )
defaultproperties
{
OvertimeCoreDrainPerSec=20
bSwapSidesAfterReset=True
ONSPropsDisplayText(0)="Core Drain in Overtime"
ONSPropsDisplayText(1)="Random Link Setup After Reset"
ONSPropsDisplayText(2)="Teams Swap Sides After Reset"
ONSPropDescText(0)="In overtime, PowerCores lose a maximum of this much health every second."
ONSPropDescText(1)="After a reset, a new link setup will be chosen at random."
ONSPropDescText(2)="After a reset, teams will switch sides so they are defending the PowerCore they were previously attacking."
ONSHints(0)="If you receive a missile lock warning, try to get out of sight quickly!"
ONSHints(1)="The Raptor's missiles will automatically lock onto Mantas and other Raptors."
ONSHints(2)="In the Raptor press %JUMP% to fly higher and %DUCK% to fly lower."
ONSHints(3)="The Manta can rapidly descend to smash your enemies by pressing %DUCK% or %ALTFIRE%."
ONSHints(4)="Press %JUMP% to perform a 180 spin out in the Hellbender or Scorpion."
ONSHints(5)="The Manta is the only vehicle that has the ability to jump."
ONSHints(6)="When deployed, the Leviathan is highly vulnerable to air attacks."
ONSHints(7)="You can heal a friendly vehicle with the link gun alt-fire."
ONSHints(8)="You can heal a friendly PowerNode with the link gun alt-fire."
ONSHints(9)="It is impossible to heal the final PowerCore, so defend it at all costs!"
ONSHints(10)="Press %TOGGLERADARMAP% to toggle the radar map on and off."
ONSHints(11)="You can be hurt or killed by vehicles exploding near you."
ONSHints(12)="Enemy Spider Mines can be destroyed, but some weapons are better against them than others."
ONSHints(13)="Pressing %USE% on a PowerNode allows you to teleport to any PowerNode your team controls."
ONSHints(14)="You won't be able to spawn at a PowerNode that is under attack, even if your team controls it."
ONSHints(15)="If you die, any Spider Mines or Grenades you fired will explode."
ONSHints(16)="Press %VOICETALK% to voice chat with your team."
ONSHints(17)="%BASEPATH 0% will show the way to the nearest PowerNode or PowerCore the Red Team can attack, while %BASEPATH 1% will do the same for the Blue Team."
ONSHints(18)="Press %TOGGLEBEHINDVIEW% to switch between 1st and 3rd person mode in vehicles."
ONSHints(19)="AVRiL rockets will home into an occupied enemy vehicle as long as you keep your crosshair on it."
ONSHints(20)="When you find a target with the AVRiL, press alt-fire to zoom and lock your view to that target."
ONSHints(21)="The green light on top of the weaponlockers indicates that additional ammo is available at that locker."
ONSHints(22)="Attack PowerNodes that have the enemy team color sky beams above them."
ONSHints(23)="You cannot attack the PowerCore or PowerNodes if there is an energy shield present. Remove the shield by controlling a node that is linked to it."
ONSHints(24)="The Grenade Launcher shoots sticky grenades that attach themselves to vehicles and players. You must detonate them yourself with the alternate fire (press %ALTFIRE%)"
ONSHints(25)="The bomber that the Target Painter calls in can be shot down by enemy fire."
ONSHints(26)="In Onslaught, your team earns 2 points for winning before overtime and 1 point for a win during overtime."
bScoreTeamKills=False
bSpawnInTeamArea=True
TeamAIType(0)=Class'Onslaught.ONSTeamAI'
TeamAIType(1)=Class'Onslaught.ONSTeamAI'
NetWait=15
bAlwaysShowLoginMenu=True
DefaultEnemyRosterClass="XGame.xTeamRoster"
ADR_Kill=2.000000
LoginMenuClass="GUI2K4.UT2K4OnslaughtLoginMenu"
bAllowVehicles=True
bLiberalVehiclePaths=True
GameUMenuType="GUI2K4.UT2K4OnslaughtLoginMenu"
HUDSettingsMenu="GUI2K4.CustomHUDMenuOnslaught"
HUDType="Onslaught.ONSHUDOnslaught"
MapListType="Onslaught.ONSMapListOnslaught"
MapPrefix="ONS"
BeaconName="ONS"
ResetTimeDelay=11
GoalScore=3
MutatorClass="Onslaught.ONSDefaultMut"
GameName="Onslaught"
Description="Your team must take control over PowerNodes in a 'connect the dots' fashion to establish a direct line to the enemy PowerCore. Once you establish a link to the next PowerNode, you can destroy it if controlled by the enemy. Control the PowerNode for your team by touching it to start the build process (Use the linkgun alt-fire to speed things up). Once your team has a link to the enemy PowerCore, attack and destroy it."
ScreenShotName="UT2004Thumbnails.OnslaughtShots"
DecoTextName="Onslaught.ONSOnslaughtGame"
Acronym="ONS"
}
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Creation time: Wed 7/2/2007 19:16:10.171 - Created with
UnCodeX