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class GameObjective extends JumpSpot abstract; #exec OBJ LOAD File=AnnouncerAssault.uax // HUD drawing var(Assault) float DrawDistThresHold; // Don't draw objective beyond this distance (0 = unlimited) var(Assault) bool bUsePriorityOnHUD; // if false, objective won't be displayed on HUD var(Assault) bool bOverrideZoneCheck; // Override Zone check (USE DrawDistThreshold to minimize CPU resources!!) var(Assault) bool bOverrideVisibilityCheck; // No line trace var(Assault) bool bReplicateObjective; // For basic Objective replication var(Assault) bool bAnnounceNextObjective; // when disabled, announce next objective var(MothershipHack) bool bMustBoardVehicleFirst; var(Assault) bool bBotOnlyObjective; // invisible to players, for bots only var() bool bInitiallyActive; var bool bActive; var() bool bTriggerOnceOnly; var() bool bOptionalObjective; var bool bIgnoredObjective; // sometimes set by AI for optional Objectives var bool bDisabled; // true when objective has been destroyed var bool bOldDisabled; var bool bFirstObjective; // First objective in list of objectives defended by same team var() bool bTeamControlled; // disabling changes the objectives team rather than removing it var() bool bAccruePoints; // controlling team accrues points var bool bHasShootSpots; var bool bSoundsPrecached; var bool bIsCritical; // Set when Attackers are located in the 'Critical Volume' var bool bHighlightPhysicalObjective, bOldHighlightPhysicalObjective; var bool bIsBeingAttacked; // temp flag - not always valid var bool bClearInstigator; // disable objective, but ignore instigator var bool bOldCritical; var(Assault) bool bPlayCriticalAssaultAlarm; var() byte DefenderTeamIndex; // 0 = defended by team 0 var byte StartTeam; var() byte DefensePriority; // Higher priority defended/attacked first var() int Score; // score given to player that completes this objective var() Name DefenseScriptTags; // tags of scripts that are defense scripts var UnrealScriptedSequence DefenseScripts; var() localized String ObjectiveName; var() localized String DestructionMessage; var() localized String LocationPrefix, LocationPostfix; var localized String ObjectiveStringPrefix, ObjectiveStringSuffix; var GameObjective NextObjective; // list of objectives defended by the same team var SquadAI DefenseSquad; // squad defending this objective; var AssaultPath AlternatePaths; var() name AreaVolumeTag; var Volume MyBaseVolume; var() float BaseExitTime; // how long it takes to get entirely away from the base var() float BaseRadius; // radius of base var() float BotDamageScaling; // potentially used by gametype var() name CriticalObjectiveVolumeTag; // GameObjective will be considered in danger when an attacker enters this volume var() Material ObjectiveTypeIcon; // Priority system for Assault // Lower priority means displayed first on HUD and in briefing list // Count starts at 0 and up until a no more objectives can be found (if there is a gap, list will be stopped!). // Assault internal priority is built from the default one (DefensePriority) var byte ObjectivePriority; var float LastDrawTime; // -- internal to on-HUD objective display var float DrawTime; // -- internal to on-HUD objective display var(Assault) Localized String ObjectiveDescription; // Description displayed in Briefing screen var(Assault) Localized String Objective_Info_Attacker; // Description displayed on HUD for attackers var(Assault) Localized String Objective_Info_Defender; // Description displayed on HUD for defenders var localized string UseDescription; // Description is drawn on HUD using brackets (ObjectiveType_Use) var(Assault) sound Announcer_DisabledObjective; // announcement when objective is disabled. var(Assault) sound Announcer_ObjectiveInfo; // info on how to disable objective var(Assault) sound Announcer_DefendObjective; // defenders version var PlayerReplicationInfo DisabledBy; var Material HighlightOverlay[2]; // UV2 Material for physical objective highlighting var Array<Actor> PhysicalObjectiveActors; // Array of linked actors for objective's physical representation var(Assault) name PhysicalObjectiveActorsTag; // Assault Cinematics var(Assault) name EndCameraTag; var Actor EndCamera; var Controller DelayedDamageInstigatorController; var() name VehiclePathName; var NavigationPoint VehiclePath; var int ObjectiveDisabledTime; // Assault stats var float SavedObjectiveProgress; // Score sharing struct ScorerRecord { var Controller C; var float Pct; }; var array<ScorerRecord> Scorers; replication { unreliable if ( (Role==ROLE_Authority) && bReplicateObjective && bNetDirty ) bDisabled, bActive, DefenderTeamIndex, bHighlightPhysicalObjective, bIsCritical, ObjectiveDisabledTime, SavedObjectiveProgress; } function float GetDifficulty() { return 0; } function bool CanDoubleJump(Pawn Other) { return true; } simulated event PreBeginPlay() { super.PreBeginPlay(); if ( bReplicateObjective ) bNetNotify = true; } simulated function PostBeginPlay() { local GameObjective O, CurrentObjective; local AssaultPath A; local UnrealScriptedSequence W; local Actor Ac; local NavigationPoint N; super.PostBeginPlay(); if ( Role == Role_Authority ) { SetActive( bInitiallyActive ); StartTeam = DefenderTeamIndex; // find defense scripts if ( DefenseScriptTags != '' ) ForEach AllActors(class'UnrealScriptedSequence', DefenseScripts, DefenseScriptTags) if ( DefenseScripts.bFirstScript ) break; // clear defense scripts bFreelance for ( W=DefenseScripts; W!=None; W=W.NextScript ) W.bFreelance = false; // add to objective list if ( bFirstObjective ) { CurrentObjective = self; ForEach AllActors(class'GameObjective',O) if ( O != CurrentObjective ) { CurrentObjective.NextObjective = O; O.bFirstObjective = false; CurrentObjective = O; } } // set up AssaultPaths ForEach AllActors(class'AssaultPath', A) if ( A.ObjectiveTag == Tag ) A.AddTo(self); // find AreaVolume if ( CriticalObjectiveVolumeTag != '' ) ForEach AllActors(class'Volume', MyBaseVolume, CriticalObjectiveVolumeTag) { MyBaseVolume.AssociatedActor = Self; if ( !MyBaseVolume.IsA('ASCriticalObjectiveVolume') ) warn( "CriticalObjectiveVolumeTag is not a ASCriticalObjectiveVolume actor!!!" ); break; } if ( MyBaseVolume == None ) ForEach AllActors(class'Volume', MyBaseVolume, AreaVolumeTag) break; if ( (MyBaseVolume != None) && (MyBaseVolume.LocationName ~= "unspecified") ) MyBaseVolume.LocationName = LocationPrefix@GetHumanReadableName()@LocationPostfix; if ( bAccruePoints ) SetTimer(1.0,true); if ( EndCameraTag != '' ) ForEach AllActors(class'Actor', EndCamera, EndCameraTag) break; if ( VehiclePathName != '' ) { for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) if ( N.Name == VehiclePathName ) { VehiclePath = N; break; } } } /* Cache Linked actors for Physical Objective Highlighting */ if ( Level.NetMode != NM_DedicatedServer && PhysicalObjectiveActorsTag != '' ) ForEach AllActors(class'Actor', Ac, PhysicalObjectiveActorsTag) PhysicalObjectiveActors[PhysicalObjectiveActors.Length] = Ac; } simulated function UpdateLocationName() { if ( MyBaseVolume == None ) ForEach AllActors(class'Volume', MyBaseVolume, AreaVolumeTag) break; // Update location volume if we have one if ( (MyBaseVolume != None) && (MyBaseVolume.default.LocationName ~= "unspecified") ) MyBaseVolume.LocationName = LocationPrefix@GetHumanReadableName()@LocationPostfix; } function PlayAlarm(); function bool BotNearObjective(Bot B) { if ( NearObjective(B.Pawn) || ((B.RouteGoal == self) && (B.RouteDist < 2500)) || (B.bWasNearObjective && (VSize(Location - B.Pawn.Location) < BaseRadius)) ) { B.bWasNearObjective = true; return true; } B.bWasNearObjective = false; return false; } function bool NearObjective(Pawn P) { if ( MyBaseVolume != None ) return P.IsInVolume(MyBaseVolume); if ( (VSize(Location - P.Location) < BaseRadius) && P.LineOfSightTo(self) ) return true; } function Timer() { if ( DefenderTeamIndex < 2 ) { Level.GRI.Teams[DefenderTeamIndex].Score += Score; Level.Game.TeamScoreEvent(DefenderTeamIndex, Score, "game_objective_score"); } } function bool OwnsDefenseScript(UnrealScriptedSequence S) { return ( DefenseScriptTags == S.Tag ); } simulated function string GetHumanReadableName() { if ( ObjectiveName != "" ) return ObjectiveName; if ( Default.ObjectiveName != "" ) return Default.ObjectiveName; return ObjectiveStringPrefix$class'TeamInfo'.Default.ColorNames[DefenderTeamIndex]$ObjectiveStringSuffix; } /* TellBotHowToDisable() tell bot what to do to disable me. return true if valid/useable instructions were given */ function bool TellBotHowToDisable(Bot B) { return B.Squad.FindPathToObjective(B,self); } function int GetNumDefenders() { if ( DefenseSquad == None ) return 0; return DefenseSquad.GetSize(); // fiXME - max defenders per defensepoint, when all full, report big number } /* triggered by intro cinematic to auto complete objective */ function CompleteObjective( Pawn Instigator ) { DisableObjective( Instigator ); } function DisableObjective(Pawn Instigator) { local PlayerReplicationInfo PRI; if ( !IsActive() || !UnrealMPGameInfo(Level.Game).CanDisableObjective( Self ) ) return; NetUpdateTime = Level.TimeSeconds - 1; if ( bClearInstigator ) { Instigator = None; } else { if ( Instigator != None ) { if ( Instigator.PlayerReplicationInfo != None ) PRI = Instigator.PlayerReplicationInfo; else if ( Instigator.Controller != None && Instigator.Controller.PlayerReplicationInfo != None ) PRI = Instigator.Controller.PlayerReplicationInfo; } if ( DelayedDamageInstigatorController != None ) { if ( Instigator == None ) Instigator = DelayedDamageInstigatorController.Pawn; if ( PRI == None && DelayedDamageInstigatorController.PlayerReplicationInfo != None ) PRI = DelayedDamageInstigatorController.PlayerReplicationInfo; } if ( !bBotOnlyObjective && DestructionMessage != "" ) PlayDestructionMessage(); } if ( bTeamControlled ) { if (PRI != None) DefenderTeamIndex = PRI.Team.TeamIndex; } else { bDisabled = true; SetActive( false ); } SetCriticalStatus( false ); DisabledBy = PRI; if ( MyBaseVolume != None && MyBaseVolume.IsA('ASCriticalObjectiveVolume') ) MyBaseVolume.GotoState('ObjectiveDisabled'); if ( bAccruePoints ) Level.Game.ScoreObjective( PRI, 0 ); else Level.Game.ScoreObjective( PRI, Score ); if ( !bBotOnlyObjective ) UnrealMPGameInfo(Level.Game).ObjectiveDisabled( Self ); TriggerEvent(Event, self, Instigator); UnrealMPGameInfo(Level.Game).FindNewObjectives( Self ); } simulated function PlayDestructionMessage() { local PlayerController PC; if ( DestructionMessage == default.DestructionMessage ) DestructionMessage = Level.GRI.Teams[DefenderTeamIndex].TeamName@DestructionMessage; if ( !bReplicateObjective ) { Level.Game.Broadcast(Self, DestructionMessage, 'CriticalEvent'); return; } PC = Level.GetLocalPlayerController(); if ( PC != None ) PC.TeamMessage(PC.PlayerReplicationInfo, DestructionMessage, 'CriticalEvent'); } function bool BetterObjectiveThan(GameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum) { if ( !IsActive() || (DefenderTeamIndex != DesiredTeamNum) ) return false; if ( (Best == None) || (Best.DefensePriority < DefensePriority) ) return true; return false; } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { super.Reset(); bClearInstigator = false; DefenseSquad = None; LastDrawTime = 0.f; bDisabled = false; DefenderTeamIndex = StartTeam; DisabledBy = None; Scorers.Length = 0; HighlightPhysicalObjective( false ); SetActive( bInitiallyActive ); SetCriticalStatus( false ); DelayedDamageInstigatorController = None; } function SetActive( bool bActiveStatus ) { if ( bDisabled ) // Cannot be active if objective is disabled bActiveStatus = false; bActive = bActiveStatus; NetUpdateTime = Level.TimeSeconds - 1; } simulated function bool IsActive() { return (!bDisabled && bActive); } simulated function bool IsCritical() { return IsActive() && bIsCritical; } function SetCriticalStatus( bool bNewCriticalStatus ) { bIsCritical = bNewCriticalStatus; CheckPlayCriticalAlarm(); } function CheckPlayCriticalAlarm() { local bool bNewCritical; if ( !bPlayCriticalAssaultAlarm ) return; bNewCritical = IsCritical(); if ( bOldCritical != bNewCritical ) { if ( bNewCritical ) { // Only set alarm if objective is currently relevant if ( UnrealMPGameInfo(Level.Game).CanDisableObjective( Self ) ) { AmbientSound = Sound'GameSounds.CTFAlarm'; bOldCritical = bNewCritical; } } else { AmbientSound = None; bOldCritical = bNewCritical; } } } // TriggerObjective ON/OFF function Trigger(Actor Other, Pawn Instigator) { if ( bDisabled || (bTriggerOnceOnly && bActive != bInitiallyActive) ) return; SetActive( !bActive ); } simulated function PrecacheAnnouncer(AnnouncerVoice V, bool bRewardSounds) { local string SoundPackageName; local int pos; if ( !bRewardSounds && !bSoundsPrecached ) { bSoundsPrecached = true; if ( Announcer_DisabledObjective != None ) { pos = InStr(string(Announcer_DisabledObjective), "."); SoundPackageName = left(string(Announcer_DisabledObjective),pos); if ( SoundPackageName != "" ) V.AlternateFallbackSoundPackage = SoundPackageName; else V.AlternateFallbackSoundPackage = V.Default.AlternateFallbackSoundPackage; V.PrecacheSound(Announcer_DisabledObjective.Name); } if ( Announcer_ObjectiveInfo != None ) { pos = InStr(string(Announcer_ObjectiveInfo), "."); SoundPackageName = left(string(Announcer_ObjectiveInfo),pos); if ( SoundPackageName != "" ) V.AlternateFallbackSoundPackage = SoundPackageName; else V.AlternateFallbackSoundPackage = V.Default.AlternateFallbackSoundPackage; V.PrecacheSound(Announcer_ObjectiveInfo.Name); } if ( Announcer_DefendObjective != None ) { pos = InStr(string(Announcer_DefendObjective), "."); SoundPackageName = left(string(Announcer_DefendObjective),pos); if ( SoundPackageName != "" ) V.AlternateFallbackSoundPackage = SoundPackageName; else V.AlternateFallbackSoundPackage = V.Default.AlternateFallbackSoundPackage; V.PrecacheSound(Announcer_DefendObjective.Name); } V.AlternateFallbackSoundPackage = V.Default.AlternateFallbackSoundPackage; } } function HighlightPhysicalObjective( bool bShow ) { CheckPlayCriticalAlarm(); bHighlightPhysicalObjective = bShow; NetUpdateTime = Level.TimeSeconds - 1; if ( Level.NetMode != NM_DedicatedServer ) SetObjectiveOverlay( bShow ); } simulated function PostNetReceive() { if ( bOldDisabled != bDisabled ) { if ( bDisabled && !bBotOnlyObjective && DestructionMessage != "" ) PlayDestructionMessage(); bOldDisabled = bDisabled; } if ( bHighlightPhysicalObjective != bOldHighlightPhysicalObjective ) { SetObjectiveOverlay( bHighlightPhysicalObjective ); bOldHighlightPhysicalObjective = bHighlightPhysicalObjective; } } /* Add pulsing overlay on objective's physical representation */ simulated function SetObjectiveOverlay( bool bShow ) { local int i; local Material newUV2Material; // Material if ( !bShow ) newUV2Material = None; else newUV2Material = HighlightOverlay[DefenderTeamIndex]; // if Objective is visible and displaying a staticmesh, apply overlay if ( DrawType == DT_StaticMesh && StaticMesh != None ) UV2Texture = newUV2Material; // Linked actors for objective's physical representation if ( PhysicalObjectiveActors.Length > 0 ) for (i=0; i<PhysicalObjectiveActors.Length; i++) if ( PhysicalObjectiveActors[i] != None ) PhysicalObjectiveActors[i].UV2Texture = newUV2Material; } /* returns objective's progress status 1->0 (=disabled) */ simulated function float GetObjectiveProgress() { return 0; } simulated function UpdatePrecacheMaterials() { if ( ObjectiveTypeIcon != None ) Level.AddPrecacheMaterial(ObjectiveTypeIcon); Level.AddPrecacheMaterial(HighlightOverlay[0]); Level.AddPrecacheMaterial(HighlightOverlay[1]); super.UpdatePrecacheMaterials(); } // Score Sharing /* Keep track of players who contributed in completing the objective to share the score */ function AddScorer( Controller C, float Pct ) { local ScorerRecord S; local int i; // Look-up existing entry if ( Scorers.Length > 0 ) for (i=0; i<Scorers.Length; i++) if ( Scorers[i].C == C ) { Scorers[i].Pct += Pct; return; } // Add new entry S.C = C; S.Pct = Pct; Scorers[Scorers.Length] = S; } /* Share score between contributors */ function ShareScore( int Score, string EventDesc ) { local int i; local float SharedScore; for (i=0; i<Scorers.Length; i++) { if ( Scorers[i].C == None ) // FIXME: obsolete player (left game) continue; //SharedScore = Round(float(Score) * Scorers[i].Pct); SharedScore = float(Score) * Scorers[i].Pct; if ( SharedScore > 0 ) { Scorers[i].C.AwardAdrenaline(SharedScore); Scorers[i].C.PlayerReplicationInfo.Score += SharedScore; Level.Game.ScoreEvent(Scorers[i].C.PlayerReplicationInfo, SharedScore, EventDesc); if (Level.Game.GameRulesModifiers != None) Level.Game.GameRulesModifiers.ScoreObjective(Scorers[i].C.PlayerReplicationInfo, SharedScore); } } } /* Award Assault score to player(s) who completed the objective */ function AwardAssaultScore( int Score ) { if ( DisabledBy != None ) { DisabledBy.Score += Score; Level.Game.ScoreEvent(DisabledBy, Score, "Objective_Completed"); } } function SetTeam(byte TeamIndex) { DefenderTeamIndex = TeamIndex; } defaultproperties { HighlightOverlay[0]=Material'AS_FX_TX.Skins.ObjectiveOverlay_Red' HighlightOverlay[1]=Material'AS_FX_TX.Skins.ObjectiveOverlay_Blue' bAnnounceNextObjective=true Announcer_DisabledObjective=AnnouncerAssault.Objective_Disabled Announcer_ObjectiveInfo=AnnouncerAssault.Move_onto_next_Objective Announcer_DefendObjective=AnnouncerAssault.Defend_next_objective Objective_Info_Attacker="Disable Objective" Objective_Info_Defender="Defend Objective" ObjectiveDescription="Disable Objective." UseDescription="USE" bUsePriorityOnHUD=true bInitiallyActive=true bActive=true Score=5 ObjectiveStringPrefix="" ObjectiveStringSuffix=" Team Base" bOptionalJumpDest=true BaseExitTime=+8.0 BaseRadius=+2000.0 bReplicateMovement=false bOnlyDirtyReplication=true bMustBeReachable=true DestructionMessage="Objective Disabled!" bFirstObjective=true ObjectiveName="" LocationPrefix="Near" LocationPostfix="" bForceDoubleJump=true NetUpdateFrequency=1 SoundRadius=512 SoundVolume=255 bUseDynamicLights=true BotDamageScaling=1.5 } |
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