- Extends
- xTeamGame
- Modifiers
- config
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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+-- UT2k4Assault.ASGameInfo
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] |
Enumerations Summary |
ERER_Reason ERER_AttackersWin,
ERER_AttackersLose,
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Functions Summary |
| bool | AcceptPlayInfoProperty (string PropertyName)
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| | AddDefaultInventory (pawn PlayerPawn)
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| int | AdjustDestroyObjectiveDamage (int Damage, Controller InstigatedBy, GameObjective GO)
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| bool | AllowMutator (string MutatorClassName)
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| bool | AllowTransloc ()
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| | AnnounceNextObjective (GameObjective NewObjective)
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| | AnnounceScore (int ScoringTeam)
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| | BeginNewPairOfRounds ()
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| | BeginRound ()
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| | BeginState () MPOutroCinematic |
| | BeginState () SPIntroCinematic |
| | BroadCast_AssaultRole_Message (PlayerController C)
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| bool | CanDisableObjective (GameObjective GO)
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| bool | CanDisableObjective (GameObjective GO) SPIntroCinematic |
| bool | CheckEndGame (PlayerReplicationInfo Winner, string Reason)
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| bool | CheckObjectivePriority (GameObjective GO)
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| | CheckReady ()
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| bool | CriticalPlayer (Controller Other)
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| | DebugShowSpawnAreas ()
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| | DisableNextObjective ()
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| | DiscardInventory (Pawn Other)
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| bool | DivertSpaceFighter ()
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| | EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason)
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| | EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason) MatchOver |
| | EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason) PendingMatch |
| | EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason) SPIntroCinematic |
| | EndState () MPOutroCinematic |
| | EndState () SPIntroCinematic |
| | FillPlayInfo (PlayInfo PlayInfo)
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| | FindNewObjectives (GameObjective DisabledObjective)
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| NavigationPoint | FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName)
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| | GameObjectDropped (Decoration D)
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| array<string> | GetAllLoadHints (optional bool bThisClassOnly)
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| int | GetAttackingTeam ()
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| GameObjective | GetCurrentObjective ()
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| class<Pawn> | GetDefaultPlayerClass (Controller C)
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| int | GetDefenderNum ()
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| string | GetDescriptionText (string PropName)
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| byte | GetPairOfRoundWinner ()
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| | GetServerDetails (out ServerResponseLine ServerState)
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| | HighlightCurrentPhysicalObjectives ()
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| | InitGame (string Options, out string Error)
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| | InitGameReplicationInfo ()
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| bool | IsAttackingTeam (int TeamNumber)
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| bool | IsPlaying ()
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| bool | IsPlaying () MatchInProgress |
| bool | IsPlayingIntro ()
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| bool | IsPlayingIntro () SPIntroCinematic |
| bool | IsPracticeRound ()
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| | Killed (Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType)
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| | KillEvent (string Killtype, PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> Damage)
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| PlayerController | Login (string Portal, string Options, out string Error)
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| | Logout (Controller Exiting)
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| bool | NeverAllowTransloc ()
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| | NewRound ()
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| | NewSpawnAreaEnabled (bool bDefenders)
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| | NoTranslocatorKeyPressed (PlayerController PC)
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| | ObjectiveDisabled (GameObjective DisabledObjective)
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| | PlayEndOfMatchMessage ()
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| bool | PlayerCanRestart (PlayerController aPlayer) MatchInProgress |
| bool | PlayerCanRestartGame (PlayerController aPlayer) MatchInProgress |
| bool | PlayerCanRestartGame (PlayerController aPlayer) MPOutroCinematic |
| | PossessPawn (Controller C, Pawn P)
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| | PostBeginPlay ()
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| | PracticeRoundEnded ()
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| | PrecacheGameAnnouncements (AnnouncerVoice V, bool bRewardSounds)
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| | QueueAnnouncerSound (name ASound, byte AnnouncementLevel, byte Team, optional AnnouncerQueueManager.EAPriority Priority, optional byte Switch)
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| float | RatePlayerStart (NavigationPoint N, byte Team, Controller Player)
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| int | ReduceDamage (int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType)
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| | Reset ()
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| | ResetLevel ()
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| | RespawnPlayer (Controller C, optional bool bClearSpecials)
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| | RestartPlayer (Controller aPlayer)
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| | SceneAbort () SPIntroCinematic |
| | SceneEnded (SceneManager SM, Actor Other) MPOutroCinematic |
| | SceneEnded (SceneManager SM, Actor Other) SPIntroCinematic |
| | SceneStarted (SceneManager SM, Actor Other)
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| | SceneStarted (SceneManager SM, Actor Other) SPIntroCinematic |
| | ScoreEvent (PlayerReplicationInfo Who, float Points, string Desc)
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| | ScoreObjective (PlayerReplicationInfo Scorer, float Score)
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| | SetPairOfRoundWinner ()
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| | ShowPathTo (PlayerController P, int TeamNum)
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| bool | SpawnAndPossessPawn (Controller C, String PawnClassName)
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| float | SpawnWait (AIController B) MatchInProgress |
| | SpecialEvent (PlayerReplicationInfo Who, string Desc)
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| | StartMatch ()
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| | StartNewRound ()
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| | TeamScoreEvent (int Team, float Points, string Desc)
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| | TeleportPlayerToSpawn (Controller C)
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| | Timer () MatchInProgress |
| | TweakSkill (Bot B)
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| | UpdateAnnouncements ()
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| | UpdateObjectiveProgression (GameObjective DisabledObjective)
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| int | VehicleScoreKill (Controller Killer, Controller Killed, Vehicle DestroyedVehicle, out string KillInfo)
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| | WeakObjectives ()
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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 ASPROPNUM = 5;
ASPropDescText[ASPROPNUM] Source code
var localized string ASPropDescText[ASPROPNUM];
ASPropsDisplayText[ASPROPNUM] Source code
var localized string ASPropsDisplayText[ASPROPNUM];
var name AttackerWinRound[2];
bDisableReinforcements Source code
var bool bDisableReinforcements;
var bool bWeakObjectives;
var byte CurrentAttackingTeam;
var byte CurrentRound;
var name DefenderWinRound[2];
var name DrawGameSound;
var byte FirstAttackingTeam;
var int MaxRounds;
var name NewRoundSound;
var int ReinforcementsCount;
var config int ReinforcementsFreq;
ReinforcementsValidTime Source code
var int ReinforcementsValidTime;
var int RoundStartTime;
SuccessfulAssaultTimeLimit Source code
var int SuccessfulAssaultTimeLimit;
ASGameInfo
LoadingHints
var(LoadingHints) private localized array<string> ASHints;
enum ERER_Reason
{
ERER_AttackersWin,
ERER_AttackersLose,
};
AcceptPlayInfoProperty Source code
static event bool AcceptPlayInfoProperty ( string PropertyName )
function AddDefaultInventory (
pawn PlayerPawn )
AdjustDestroyObjectiveDamage Source code
static function bool AllowMutator ( string MutatorClassName )
function bool AllowTransloc ( )
function AnnounceScore ( int ScoringTeam )
function BeginNewPairOfRounds ( )
function BeginRound ( )
BeginState MPOutroCinematic Source code
function BeginState ( )
BeginState SPIntroCinematic Source code
function BeginState ( )
BroadCast_AssaultRole_Message Source code
CanDisableObjective SPIntroCinematic Source code
CheckObjectivePriority Source code
function CheckReady ( )
function DebugShowSpawnAreas ( )
function DisableNextObjective ( )
function DiscardInventory (
Pawn Other )
function bool DivertSpaceFighter ( )
function EndRound (
ERER_Reason RoundEndReason,
Pawn Instigator,
String Reason )
function EndRound (
ERER_Reason RoundEndReason,
Pawn Instigator,
String Reason )
function EndRound (
ERER_Reason RoundEndReason,
Pawn Instigator,
String Reason )
EndRound SPIntroCinematic Source code
function EndRound (
ERER_Reason RoundEndReason,
Pawn Instigator,
String Reason )
EndState MPOutroCinematic Source code
function EndState ( )
EndState SPIntroCinematic Source code
function EndState ( )
static function array<string> GetAllLoadHints ( optional bool bThisClassOnly )
function int GetAttackingTeam ( )
function int GetDefenderNum ( )
static event string GetDescriptionText ( string PropName )
function byte GetPairOfRoundWinner ( )
HighlightCurrentPhysicalObjectives Source code
function HighlightCurrentPhysicalObjectives ( )
event InitGame ( string Options, out string Error )
InitGameReplicationInfo Source code
function InitGameReplicationInfo ( )
function bool IsAttackingTeam ( int TeamNumber )
function bool IsPlaying ( )
IsPlaying MatchInProgress Source code
function bool IsPlaying ( )
function bool IsPlayingIntro ( )
IsPlayingIntro SPIntroCinematic Source code
function bool IsPlayingIntro ( )
function bool IsPracticeRound ( )
event PlayerController Login (
string Portal,
string Options,
out string Error )
static function bool NeverAllowTransloc ( )
exec function NewRound ( )
event NewSpawnAreaEnabled ( bool bDefenders )
NoTranslocatorKeyPressed Source code
function PlayEndOfMatchMessage ( )
PlayerCanRestart MatchInProgress Source code
PlayerCanRestartGame MatchInProgress Source code
PlayerCanRestartGame MPOutroCinematic Source code
function PostBeginPlay ( )
function PracticeRoundEnded ( )
PrecacheGameAnnouncements Source code
static function PrecacheGameAnnouncements (
AnnouncerVoice V,
bool bRewardSounds )
function Reset ( )
function ResetLevel ( )
function RespawnPlayer (
Controller C,
optional bool bClearSpecials )
SceneAbort SPIntroCinematic Source code
event SceneAbort ( )
SceneEnded MPOutroCinematic Source code
SceneEnded SPIntroCinematic Source code
SceneStarted SPIntroCinematic Source code
function SetPairOfRoundWinner ( )
function bool SpawnAndPossessPawn (
Controller C,
String PawnClassName )
SpawnWait MatchInProgress Source code
function StartMatch ( )
function StartNewRound ( )
function TeamScoreEvent ( int Team, float Points, string Desc )
function Timer ( )
function TweakSkill (
Bot B )
simulated function UpdateAnnouncements ( )
UpdateObjectiveProgression Source code
function UpdateObjectiveProgression (
GameObjective DisabledObjective )
function WeakObjectives ( )
defaultproperties
{
RoundLimit=1
RoundTimeLimit=10
PracticeTimeLimit=60
ReinforcementsFreq=7
ReinforcementsValidTime=3
ASPropsDisplayText(0)="Pair of Rounds"
ASPropsDisplayText(1)="Round Time Limit"
ASPropsDisplayText(2)="Reset Countdown"
ASPropsDisplayText(3)="Reinforcements Time"
ASPropsDisplayText(4)="Practice Time"
ASPropDescText(0)="Number of pair of rounds (Attack and defense) for this match."
ASPropDescText(1)="Specifies how long each round lasts."
ASPropDescText(2)="Specifies how much time there is between each round."
ASPropDescText(3)="Specifies time between reinforcements spawning."
ASPropDescText(4)="Specifies how much time lasts the online practice round. (In seconds)"
ASHints(0)="A waypoint on the HUD indicates the location of an objective."
ASHints(1)="Be on the look out for HUD warnings and alarm sounds when an objective is in danger."
ASHints(2)="When a new spawn area has been enabled, Press %SWITCHWEAPON 10% to teleport to it instantly."
ASHints(3)="Press %BASEPATH 0% or %BASEPATH 1% to highlight the current objective, show a path to it, and slide out the objective list."
ASHints(4)="Monitor the respawn countdown to know when to expect backups."
ASHints(5)="Some weapons are better at destroying enemy Spider Mines than others."
ASHints(6)="You can be hurt or killed by vehicles exploding near you."
ASHints(7)="You can heal a friendly vehicle with the Link Gun alt-fire."
ASHints(8)="If you die, any Spider Mines or Grenades you fired will explode."
ASHints(9)="The green light on top of the weapon lockers indicates that additional ammo is available at that locker."
ASHints(10)="All turrets can zoom in by pressing %MOVEFORWARD% and zoom out by pressing %MOVEBACKWARD%."
ASHints(11)="Link turrets have the same properties as the Link Gun."
ASHints(12)="The Ion Cannon and Ion Plasma Tank, while charging up, indicate their target with a laser beam."
ASHints(13)="You can switch between remote controlled turrets by pressing %NEXTWEAPON% and %PREVWEAPON%."
ASHints(14)="In a SpaceFighter, you can cycle through targets by pressing %NEXTWEAPON% and %PREVWEAPON%."
ASHints(15)="Various trophies can be obtained by destroying a key vehicle (or turret), completing an objective, or successfully attacking."
ASHints(16)="A trophy is given to the player completing an objective, but the points reward is shared between all contributors."
ASHints(17)="Press %TOGGLEBEHINDVIEW% to switch between 1st and 3rd person view in vehicles."
NewRoundSound="New_assault_in"
AttackerWinRound(0)="Red_team_attacked"
AttackerWinRound(1)="Blue_team_attacked"
DefenderWinRound(0)="Red_team_defended"
DefenderWinRound(1)="Blue_team_defended"
DrawGameSound="Draw_Game"
bScoreTeamKills=False
bSpawnInTeamArea=True
TeammateBoost=0.250000
TeamAIType(0)=Class'UT2k4Assault.ASTeamAI'
TeamAIType(1)=Class'UT2k4Assault.ASTeamAI'
NetWait=15
bSkipPlaySound=True
SpawnProtectionTime=3.000000
ADR_Kill=2.000000
bTeamScoreRounds=True
bAllowVehicles=True
DefaultPlayerClassName="xGame.xPawn"
ScoreBoardType="UT2k4Assault.ScoreBoard_Assault"
HUDSettingsMenu="GUI2K4.CustomHUDMenuAssault"
HUDType="UT2k4Assault.HUD_Assault"
MapListType="UT2k4Assault.ASMapList"
MapPrefix="AS"
BeaconName="AS"
ResetTimeDelay=8
GoalScore=0
MutatorClass="UT2K4Assault.ASMutator"
GameReplicationInfoClass=Class'UT2k4Assault.ASGameReplicationInfo'
GameName="Assault"
Description="In each round, one team takes the role of the attacker, while the other team defends, in recreations of famous (or infamous) scenarios. After a pair of rounds, the most successful attacking team scores a point."
ScreenShotName="UT2004Thumbnails.AssaultShots"
Acronym="AS"
}
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Creation time: Wed 7/2/2007 19:15:50.875 - Created with
UnCodeX