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//============================================================================= // TeamGame. //============================================================================= class TeamGame extends DeathMatch HideDropDown CacheExempt config; var globalconfig bool bBalanceTeams; // bots balance teams var globalconfig bool bPlayersBalanceTeams; // players balance teams var config bool bAllowNonTeamChat; var bool bScoreTeamKills; var bool bSpawnInTeamArea; // players spawn in marked team playerstarts var bool bScoreVictimsTarget; // Should we check a victims target for bonuses var config float FriendlyFireScale; //scale friendly fire damage by this value var int MaxTeamSize; // OBSOLETE - no longer used var float TeammateBoost; var UnrealTeamInfo Teams[2]; var string BlueTeamName, RedTeamName; // when specific pre-designed teams are specified on the URL var class<TeamAI> TeamAIType[2]; var String PathWhisps[2]; var localized string NearString, BareHanded; var name CaptureSoundName[2]; var name TakeLeadName[2]; var name IncreaseLeadName[2]; // localized PlayInfo descriptions & extra info const TGPROPNUM = 5; var localized string TGPropsDisplayText[TGPROPNUM]; var localized string TGPropDescText[TGPROPNUM]; var(LoadingHints) private localized array<string> TGHints; var() float ADR_Goal; var() float ADR_Return; var() float ADR_Control; var texture TempSymbols[2]; var float LastEndGameTauntTime; var localized string EndGameComments[10], EndGameTaunts[10], EndGameVictoryRemarks[10], EndGameLossRemarks[10], EndGameResponses[10]; var byte EndGameCommented[10], EndGameRemark[10]; var int LastEndGameComment, LastEndGameRemark, LastEndGameResponse; function PostBeginPlay() { local int i; if ( InitialBots > 0 ) { Teams[0] = GetRedTeam(0.5 * InitialBots + 1); Teams[1] = GetBlueTeam(0.5 * InitialBots + 1); } else { Teams[0] = GetRedTeam(0); Teams[1] = GetBlueTeam(0); } for (i=0;i<2;i++) { Teams[i].TeamIndex = i; Teams[i].AI = Spawn(TeamAIType[i]); Teams[i].AI.Team = Teams[i]; GameReplicationInfo.Teams[i] = Teams[i]; } Teams[0].AI.EnemyTeam = Teams[1]; Teams[1].AI.EnemyTeam = Teams[0]; Teams[0].AI.SetObjectiveLists(); Teams[1].AI.SetObjectiveLists(); Super.PostBeginPlay(); } event SetGrammar() { LoadSRGrammar("TDM"); } function int ParseOrder(string OrderString) { switch ( OrderString ) { case "DEFEND": case "TAKE ALPHA": return 0; case "ATTACK": case "TAKE BRAVO": return 2; case "COVER": return 3; case "HOLD": return 1; case "FREELANCE": return 4; case "GIMME": return 256; case "JUMP": return 257; case "STATUS": return 258; case "TAUNT": return 259; case "SUICIDE": return 260; } } function bool ApplyOrder( PlayerController Sender, int RecipientID, int OrderID ) { local controller P; if( OrderID > 255 ) { if( OrderID == 260 ) // SUICIDE { if ( Level.NetMode == NM_Standalone ) { for ( P=Level.ControllerList; P!= None; P=P.NextController ) { if ( (Bot(P) != None) && (Bot(P).Pawn != None) && (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team == Sender.PlayerReplicationInfo.Team) && ((RecipientID == -1) || (RecipientID == P.PlayerReplicationInfo.TeamID)) ) { Bot(P).Pawn.KilledBy( Bot(P).Pawn ); if ( RecipientID == P.PlayerReplicationInfo.TeamID ) break; } } } return true; } else if( OrderID == 259 ) // TAUNT { for ( P=Level.ControllerList; P!= None; P=P.NextController ) { if ( (Bot(P) != None) && (Bot(P).Pawn != None) && (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team == Sender.PlayerReplicationInfo.Team) && ((RecipientID == -1) || (RecipientID == P.PlayerReplicationInfo.TeamID)) ) { Bot(P).ForceCelebrate(); if ( RecipientID == P.PlayerReplicationInfo.TeamID ) break; } } return true; } else if( OrderID == 256 ) // GIMME { if ( (Level.NetMode != NM_Standalone) && (RecipientID == -1) ) return true; for ( P=Level.ControllerList; P!= None; P=P.NextController ) { if ( (Bot(P) != None) && (Bot(P).Pawn != None) && (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team == Sender.PlayerReplicationInfo.Team) && ((RecipientID == -1) || (RecipientID == P.PlayerReplicationInfo.TeamID)) ) { Bot(P).ForceGiveWeapon(); if ( RecipientID == P.PlayerReplicationInfo.TeamID ) break; } } return true; } else if( OrderID == 257 ) // JUMP { if ( (Level.NetMode != NM_Standalone) && (RecipientID == -1) ) return true; for ( P=Level.ControllerList; P!= None; P=P.NextController ) { if ( (Bot(P) != None) && (Bot(P).Pawn != None) && (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team == Sender.PlayerReplicationInfo.Team) && ((RecipientID == -1) || (RecipientID == P.PlayerReplicationInfo.TeamID)) ) { Bot(P).Pawn.bWantsToCrouch = false; Bot(P).Pawn.DoJump(false); if ( RecipientID == P.PlayerReplicationInfo.TeamID ) break; } } return true; } else if( OrderID == 258 ) // STATUS { for ( P=Level.ControllerList; P!= None; P=P.NextController ) { if ( (Bot(P) != None) && (Bot(P).Pawn != None) && (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team == Sender.PlayerReplicationInfo.Team) && ((RecipientID == -1) || (RecipientID == P.PlayerReplicationInfo.TeamID)) ) { Bot(P).SendMessage(Sender.PlayerReplicationInfo, 'OTHER', GetStatus(Sender, Bot(p)), 0, 'TEAM'); if ( RecipientID == P.PlayerReplicationInfo.TeamID ) break; } } return true; } else return false; } else { for ( P=Level.ControllerList; P!= None; P=P.NextController ) { if ( (Bot(P) != None) && (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team == Sender.PlayerReplicationInfo.Team) ) { Bot(P).bInstantAck = true; if ( RecipientID == -1 ) P.BotVoiceMessage('ORDER', OrderID, Sender); else if ( RecipientID == P.PlayerReplicationInfo.TeamID ) { P.BotVoiceMessage('ORDER', OrderID, Sender); Bot(P).bInstantAck = false; break; } Bot(P).bInstantAck = false; } } } return true; } function int ParseRecipient( string Recipient ) { local int RecipientID,i; if( Recipient == "" ) { RecipientID = -2; } else if( Recipient == "TEAM" ) { RecipientID = -1; } else { RecipientID = -2; for( i=0; i<15; i++ ) { if( Recipient ~= CallSigns[i] ) { RecipientID = i; break; } } } return RecipientID; } function ParseRecipients( out int RecipientIDs[3], out int NumRecipients, out string OrderString ) { local string Recipient, Rest; local int RecipientID; local bool Done; RecipientIDs[0] = -2; RecipientIDs[1] = -2; RecipientIDs[2] = -2; NumRecipients = 0; Done = false; if( !Divide( OrderString, " ", Recipient, Rest ) ) return; do { RecipientID = ParseRecipient( Recipient ); if( RecipientID != -2 ) { OrderString = Rest; Done = !Divide( OrderString, " ", Recipient, Rest ); RecipientIDs[NumRecipients] = RecipientID; NumRecipients++; } else Done = true; } until( (NumRecipients==3) || Done ); } /* Parse voice command and give order to bot */ function ParseVoiceCommand( PlayerController Sender, string RecognizedString ) { local int RecipientIDs[3]; local int NumRecipients, OrderID, i; local string OrderString; // Nothing to be done if there is no sender. if ( Sender == None ) return; // Parse who to send orders to. OrderString = RecognizedString; ParseRecipients( RecipientIDs, NumRecipients, OrderString ); // Abort if no recipients. if( NumRecipients == 0 ) return; // Parse the order once. OrderID = ParseOrder( OrderString ); // Apply the order to possibly multiple recipients. for( i=0; i<NumRecipients; i++ ) ApplyOrder( Sender, RecipientIDs[i], OrderID ); } function int GetStatus(PlayerController Sender, Bot B) { local name BotOrders; local int i, count; BotOrders = B.GetOrders(); if ( B.Pawn == None ) { if ( (BotOrders == 'DEFEND') && (B.Squad.Size == 1) ) return 0; } else if ( B.PlayerReplicationInfo.HasFlag != None ) { if ( B.Pawn.Health < 50 ) return 13; return 2; } else if ( B.Enemy == None ) { if ( BotOrders == 'DEFEND' ) return 11; if ( (BotOrders == 'ATTACK') && B.bReachedGatherPoint ) return 9; } else if ( B.EnemyVisible() ) { if ( (B.Enemy.PlayerReplicationInfo != None) && (B.Enemy.PlayerReplicationInfo.HasFlag != None) ) return BallCarrierMessage(); if ( (BotOrders == 'DEFEND') && (((B.GoalScript != None) && (VSize(B.GoalScript.Location - B.Pawn.Location) < 1500)) || B.Squad.SquadObjective.BotNearObjective(B)) ) { for ( i=0; i<8; i++ ) if ( (B.Squad.Enemies[i] != None) && (B.Squad.Enemies[i].Health > 0) ) Count++; if ( Count > 2 ) { if ( B.Pawn.Health < 60 ) return 21; return 22; } return 20; } if ( (BotOrders != 'FOLLOW') || (B.Squad.SquadLeader != Sender) ) { for ( i=0; i<8; i++ ) if ( (B.Squad.Enemies[i] != None) && (B.Squad.Enemies[i].Health > 0) ) Count++; if ( Count > 1 ) { if ( B.Pawn.Health < 60 ) { if ( (BotOrders == 'ATTACK') || (BotOrders == 'FREELANCE') ) return 13; return 21; } } } } else if ( B.Pawn.Health < 50 ) return 13; else if ( (BotOrders == 'DEFEND') && (B.Squad.SquadObjective != None) && (((B.GoalScript != None) && (VSize(B.GoalScript.Location - B.Pawn.Location) < 1500)) || B.Squad.SquadObjective.BotNearObjective(B)) ) return 20; if ( (BotOrders == 'HOLD') && B.Pawn.ReachedDestination(B.GoalScript) ) return 9; if ( (BotOrders == 'FOLLOW') && (B.Squad.SquadLeader == Sender) && (B.Squad.SquadLeader.Pawn != None) && B.LineOfSightTo(B.Squad.SquadLeader.Pawn) ) return 3; if ( BotOrders == 'DEFEND' ) return 26; if ( BotOrders == 'ATTACK' ) { if ( B.bFinalStretch ) return 10; return 27; } return 11; } function int BallCarrierMessage() { return 12; } static function PrecacheGameAnnouncements(AnnouncerVoice V, bool bRewardSounds) { Super.PrecacheGameAnnouncements(V,bRewardSounds); if ( !bRewardSounds ) { V.PrecacheSound('Red_Team_Scores'); V.PrecacheSound('Blue_Team_Scores'); V.PrecacheSound('Red_Team_increases_their_lead'); V.PrecacheSound('Blue_Team_increases_their_lead'); V.PrecacheSound('Red_Team_takes_the_lead'); V.PrecacheSound('Blue_Team_takes_the_lead'); } else V.PrecacheSound('HatTrick'); } /* OBSOLETE UpdateAnnouncements() - preload all announcer phrases used by this actor */ simulated function UpdateAnnouncements() {} // check if all other players are out function bool CheckMaxLives(PlayerReplicationInfo Scorer) { local Controller C; local PlayerReplicationInfo Living; local bool bNoneLeft; if ( MaxLives > 0 ) { if ( (Scorer != None) && !Scorer.bOutOfLives ) Living = Scorer; bNoneLeft = true; for ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( (C.PlayerReplicationInfo != None) && C.bIsPlayer && !C.PlayerReplicationInfo.bOutOfLives && !C.PlayerReplicationInfo.bOnlySpectator ) { if ( Living == None ) Living = C.PlayerReplicationInfo; else if ( (C.PlayerReplicationInfo != Living) && (C.PlayerReplicationInfo.Team != Living.Team) ) { bNoneLeft = false; break; } } if ( bNoneLeft ) { if ( Living != None ) EndGame(Living,"LastMan"); else EndGame(Scorer,"LastMan"); return true; } } return false; } function TeamInfo OtherTeam(TeamInfo Requester) { if ( Requester == Teams[0] ) return Teams[1]; return Teams[0]; } function OverrideInitialBots() { InitialBots = Teams[0].OverrideInitialBots(InitialBots,Teams[1]); } function PreLoadNamedBot(string BotName) { local int first, second; second = 1; // always imbalance teams in favor of bot team in single player if ( (StandalonePlayer != None ) && (StandalonePlayer.PlayerReplicationInfo.Team.TeamIndex == 1) ) { first = 1; second = 0; } if ( 1 + Teams[first].Roster.Length < Teams[second].Roster.Length ) Teams[first].AddNamedBot(BotName); else Teams[second].AddNamedBot(BotName); } function PreLoadBot() { if ( Teams[0].Roster.Length < 0.5 * InitialBots + 1 ) Teams[0].AddRandomPlayer(); if ( Teams[1].Roster.Length < 0.5 * InitialBots + 1 ) Teams[1].AddRandomPlayer(); } /* create a player team, and fill from the team roster */ function UnrealTeamInfo GetBlueTeam(int TeamBots) { local class<UnrealTeamInfo> RosterClass; local UnrealTeamInfo Roster; if ( CurrentGameProfile != None ) { RosterClass = class<UnrealTeamInfo>(DynamicLoadObject(DefaultEnemyRosterClass,class'Class')); Roster = Spawn(RosterClass); Roster.FillPlayerTeam(CurrentGameProfile); return Roster; } else if ( BlueTeamName != "" ) RosterClass = class<UnrealTeamInfo>(DynamicLoadObject(BlueTeamName,class'Class')); else RosterClass = class<UnrealTeamInfo>(DynamicLoadObject(DefaultEnemyRosterClass,class'Class')); Roster = spawn(RosterClass); Roster.Initialize(TeamBots); return Roster; } function UnrealTeamInfo GetRedTeam(int TeamBots) { EnemyRosterName = RedTeamName; return Super.GetBotTeam(TeamBots); } // Parse options for this game... event InitGame( string Options, out string Error ) { local string InOpt; local class<TeamAI> InType; local string RedSymbolName,BlueSymbolName; local texture NewSymbol; Super.InitGame(Options, Error); InOpt = ParseOption( Options, "RedTeamAI"); if ( InOpt != "" ) { InType = class<TeamAI>(DynamicLoadObject(InOpt, class'Class')); if ( InType != None ) TeamAIType[0] = InType; } InOpt = ParseOption( Options, "BlueTeamAI"); if ( InOpt != "" ) { InType = class<TeamAI>(DynamicLoadObject(InOpt, class'Class')); if ( InType != None ) TeamAIType[1] = InType; } // get passed in teams RedTeamName = ParseOption( Options, "RedTeam"); BlueTeamName = ParseOption( Options, "BlueTeam"); if ( RedTeamName != "" ) { bCustomBots = true; if ( BlueTeamName == "" ) BlueTeamName = "xGame.TeamBlueConfigured"; } else if ( BlueTeamName != "" ) { bCustomBots = true; RedTeamName = "xGame.TeamRedConfigured"; } // set teamsymbols (optional) RedSymbolName = ParseOption( Options, "RedTeamSymbol"); BlueSymbolName = ParseOption( Options, "BlueTeamSymbol"); if ( RedSymbolName != "" ) { NewSymbol = Texture(DynamicLoadObject(RedSymbolName,class'Texture')); if ( NewSymbol != None ) TempSymbols[0] = NewSymbol; } if ( BlueSymbolName != "" ) { NewSymbol = Texture(DynamicLoadObject(BlueSymbolName,class'Texture')); if ( NewSymbol != None ) TempSymbols[1] = NewSymbol; } InOpt = ParseOption( Options, "FF"); if ( InOpt != "" ) FriendlyFireScale = FMin(1.0,float(InOpt)); if ( CurrentGameProfile != None ) { FriendlyFireScale = 0.0; } InOpt = ParseOption( Options, "FriendlyFireScale"); if ( InOpt != "" ) FriendlyFireScale = FMin(1.0,float(InOpt)); if ( CurrentGameProfile != None ) { FriendlyFireScale = 0.0; } InOpt = ParseOption(Options, "BalanceTeams"); if ( InOpt != "" ) { bBalanceTeams = bool(InOpt); bPlayersBalanceTeams = bBalanceTeams; } } function InitTeamSymbols() { if ( (TempSymbols[0] == None) && (Teams[0].TeamSymbolName != "") ) TempSymbols[0] = Texture(DynamicLoadObject(Teams[0].TeamSymbolName,class'Texture')); if ( (TempSymbols[1] == None) && (Teams[1].TeamSymbolName != "") ) TempSymbols[1] = Texture(DynamicLoadObject(Teams[1].TeamSymbolName,class'Texture')); GameReplicationInfo.TeamSymbols[0] = TempSymbols[0]; GameReplicationInfo.TeamSymbols[1] = TempSymbols[1]; Super.InitTeamSymbols(); } function int GetMinPlayers() { local int LevelMinPlayers; // make sure min number of players is an even number LevelMinPlayers = Super.GetMinPlayers(); if ((LevelMinPlayers & 1) != 0) return LevelMinPlayers + 1; else return LevelMinPlayers; } function bool CanShowPathTo(PlayerController P, int TeamNum) { return true; } function ShowPathTo(PlayerController P, int TeamNum) { local GameObjective G, Best; local class<WillowWhisp> WWclass; for ( G=Teams[0].AI.Objectives; G!=None; G=G.NextObjective ) if ( G.BetterObjectiveThan(Best, TeamNum, P.PlayerReplicationInfo.Team.TeamIndex) ) Best = G; if ( (Best != None) && (P.FindPathToward(Best, false) != None) ) { WWclass = class<WillowWhisp>(DynamicLoadObject(PathWhisps[TeamNum], class'Class')); Spawn(WWclass, P,, P.Pawn.Location); } } function RestartPlayer( Controller aPlayer ) { local TeamInfo BotTeam, OtherTeam; if ( (!bPlayersVsBots || (Level.NetMode == NM_Standalone)) && bBalanceTeams && (Bot(aPlayer) != None) && (!bCustomBots || (Level.NetMode != NM_Standalone)) ) { BotTeam = aPlayer.PlayerReplicationInfo.Team; if ( BotTeam == Teams[0] ) OtherTeam = Teams[1]; else OtherTeam = Teams[0]; if ( OtherTeam.Size < BotTeam.Size - 1 ) { aPlayer.Destroy(); return; } } Super.RestartPlayer(aPlayer); } /* For TeamGame, tell teams about kills rather than each individual bot */ function NotifyKilled(Controller Killer, Controller Killed, Pawn KilledPawn) { Teams[0].AI.NotifyKilled(Killer,Killed,KilledPawn); Teams[1].AI.NotifyKilled(Killer,Killed,KilledPawn); } function IncrementGoalsScored(PlayerReplicationInfo PRI) { PRI.GoalsScored += 1; if ( (PRI.GoalsScored == 3) && (UnrealPlayer(PRI.Owner) != None) ) UnrealPlayer(PRI.Owner).ClientDelayedAnnouncementNamed('HatTrick',30); } function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason) { local Controller P; local bool bLastMan; if ( bOverTime ) { if ( Numbots + NumPlayers == 0 ) return true; bLastMan = true; for ( P=Level.ControllerList; P!=None; P=P.nextController ) if ( (P.PlayerReplicationInfo != None) && !P.PlayerReplicationInfo.bOutOfLives ) { bLastMan = false; break; } if ( bLastMan ) return true; } bLastMan = ( Reason ~= "LastMan" ); if ( !bLastMan && (GameRulesModifiers != None) && !GameRulesModifiers.CheckEndGame(Winner, Reason) ) return false; if ( bTeamScoreRounds ) { if ( Winner != None ) { Winner.Team.Score += 1; Winner.Team.NetUpdateTime = Level.TimeSeconds - 1; } } else if ( !bLastMan && (Teams[1].Score == Teams[0].Score) ) { // tie if ( !bOverTimeBroadcast ) { StartupStage = 7; PlayStartupMessage(); bOverTimeBroadcast = true; } return false; } if ( bLastMan ) GameReplicationInfo.Winner = Winner.Team; else if ( Teams[1].Score > Teams[0].Score ) GameReplicationInfo.Winner = Teams[1]; else GameReplicationInfo.Winner = Teams[0]; if ( Winner == None ) { for ( P=Level.ControllerList; P!=None; P=P.nextController ) if ( (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team == GameReplicationInfo.Winner) && ((Winner == None) || (P.PlayerReplicationInfo.Score > Winner.Score)) ) { Winner = P.PlayerReplicationInfo; } } EndTime = Level.TimeSeconds + EndTimeDelay; SetEndGameFocus(Winner); return true; } function SetEndGameFocus(PlayerReplicationInfo Winner) { local Controller P; local PlayerController player; if ( Winner != None ) EndGameFocus = Controller(Winner.Owner).Pawn; if ( EndGameFocus != None ) EndGameFocus.bAlwaysRelevant = true; for ( P=Level.ControllerList; P!=None; P=P.nextController ) { player = PlayerController(P); if ( Player != None ) { if ( !Player.PlayerReplicationInfo.bOnlySpectator ) PlayWinMessage(Player, (Player.PlayerReplicationInfo.Team == GameReplicationInfo.Winner)); player.ClientSetBehindView(true); if ( EndGameFocus != None ) { Player.ClientSetViewTarget(EndGameFocus); Player.SetViewTarget(EndGameFocus); } player.ClientGameEnded(); if ( CurrentGameProfile != None ) CurrentGameProfile.bWonMatch = (Player.PlayerReplicationInfo.Team == GameReplicationInfo.Winner); } P.GameHasEnded(); } } //------------------------------------------------------------------------------------- // Level gameplay modification function bool CanSpectate( PlayerController Viewer, bool bOnlySpectator, actor ViewTarget ) { if ( ViewTarget == None ) return false; if ( bOnlySpectator ) { if ( Controller(ViewTarget) != None ) return ( (Controller(ViewTarget).PlayerReplicationInfo != None) && !Controller(ViewTarget).PlayerReplicationInfo.bOnlySpectator ); return true; } if ( Controller(ViewTarget) != None ) return ( (Controller(ViewTarget).PlayerReplicationInfo != None) && !Controller(ViewTarget).PlayerReplicationInfo.bOnlySpectator && (Controller(ViewTarget).PlayerReplicationInfo.Team == Viewer.PlayerReplicationInfo.Team) ); return ( (Pawn(ViewTarget) != None) && Pawn(ViewTarget).IsPlayerPawn() && (Pawn(ViewTarget).PlayerReplicationInfo.Team == Viewer.PlayerReplicationInfo.Team) ); } //------------------------------------------------------------------------------ // Game Querying. function GetServerDetails( out ServerResponseLine ServerState ) { Super.GetServerDetails( ServerState ); AddServerDetail( ServerState, "BalanceTeams", bBalanceTeams); AddServerDetail( ServerState, "PlayersBalanceTeams", bPlayersBalanceTeams); AddServerDetail( ServerState, "FriendlyFireScale", int(FriendlyFireScale*100) $ "%" ); } //------------------------------------------------------------------------------ function UnrealTeamInfo GetBotTeam(optional int TeamBots) { local int first, second; if ( bPlayersVsBots && (Level.NetMode != NM_Standalone) ) return Teams[0]; if ( (Level.NetMode == NM_Standalone) || !bBalanceTeams ) { if ( Teams[0].AllBotsSpawned() ) { bBalanceTeams = false; if ( !Teams[1].AllBotsSpawned() ) return Teams[1]; } else if ( Teams[1].AllBotsSpawned() ) { bBalanceTeams = false; return Teams[0]; } } second = 1; // always imbalance teams in favor of bot team in single player if ( StandalonePlayer != None && StandalonePlayer.PlayerReplicationInfo.Team != None && StandalonePlayer.PlayerReplicationInfo.Team.TeamIndex == 1 ) { first = 1; second = 0; } if ( Teams[first].Size < Teams[second].Size ) return Teams[first]; else return Teams[second]; } function UnrealTeamInfo FindTeamFor(Controller C) { if ( Teams[0].BelongsOnTeam(C.Pawn.Class) ) return Teams[0]; if ( Teams[1].BelongsOnTeam(C.Pawn.Class) ) return Teams[1]; return GetBotTeam(); } /* Return a picked team number if none was specified */ function byte PickTeam(byte num, Controller C) { local UnrealTeamInfo SmallTeam, BigTeam, NewTeam; local Controller B; local int BigTeamBots, SmallTeamBots; if ( bPlayersVsBots && (Level.NetMode != NM_Standalone) ) { if ( PlayerController(C) != None ) return 1; return 0; } SmallTeam = Teams[0]; BigTeam = Teams[1]; if ( SmallTeam.Size > BigTeam.Size ) { SmallTeam = Teams[1]; BigTeam = Teams[0]; } if ( num < 2 ) NewTeam = Teams[num]; if ( NewTeam == None ) NewTeam = SmallTeam; else if ( bPlayersBalanceTeams && (Level.NetMode != NM_Standalone) && (PlayerController(C) != None) ) { if ( SmallTeam.Size < BigTeam.Size ) NewTeam = SmallTeam; else { // count number of bots on each team for ( B=Level.ControllerList; B!=None; B=B.NextController ) { if ( (B.PlayerReplicationInfo != None) && B.PlayerReplicationInfo.bBot ) { if ( B.PlayerReplicationInfo.Team == BigTeam ) BigTeamBots++; else if ( B.PlayerReplicationInfo.Team == SmallTeam ) SmallTeamBots++; } } if ( BigTeamBots > 0 ) { // balance the number of players on each team if ( SmallTeam.Size - SmallTeamBots < BigTeam.Size - BigTeamBots ) NewTeam = SmallTeam; else if ( BigTeam.Size - BigTeamBots < SmallTeam.Size - SmallTeamBots ) NewTeam = BigTeam; else if ( SmallTeamBots == 0 ) NewTeam = BigTeam; } else if ( SmallTeamBots > 0 ) NewTeam = SmallTeam; else if ( UnrealTeamInfo(C.PlayerReplicationInfo.Team) != None ) NewTeam = UnrealTeamInfo(C.PlayerReplicationInfo.Team); } } return NewTeam.TeamIndex; } /* ChangeTeam() */ function bool ChangeTeam(Controller Other, int num, bool bNewTeam) { local UnrealTeamInfo NewTeam; if ( bMustJoinBeforeStart && GameReplicationInfo.bMatchHasBegun ) return false; // only allow team changes before match starts if (CurrentGameProfile != none) { if (!CurrentGameProfile.CanChangeTeam(Other, num)) return false; } if ( Other.IsA('PlayerController') && Other.PlayerReplicationInfo.bOnlySpectator ) { Other.PlayerReplicationInfo.Team = None; return true; } NewTeam = Teams[PickTeam(num,Other)]; // check if already on this team if ( Other.PlayerReplicationInfo.Team == NewTeam ) return false; Other.StartSpot = None; if ( Other.PlayerReplicationInfo.Team != None ) Other.PlayerReplicationInfo.Team.RemoveFromTeam(Other); if ( NewTeam.AddToTeam(Other) ) { BroadcastLocalizedMessage( GameMessageClass, 3, Other.PlayerReplicationInfo, None, NewTeam ); if ( bNewTeam && PlayerController(Other)!=None ) GameEvent("TeamChange",""$num,Other.PlayerReplicationInfo); } return true; } /* Rate whether player should choose this NavigationPoint as its start */ function float RatePlayerStart(NavigationPoint N, byte Team, Controller Player) { local PlayerStart P; P = PlayerStart(N); if ( P == None ) return -10000000; if ( bSpawnInTeamArea && (Team != P.TeamNumber) ) return -9000000; return Super.RatePlayerStart(N,Team,Player); } /* CheckScore() see if this score means the game ends */ function CheckScore(PlayerReplicationInfo Scorer) { if ( CheckMaxLives(Scorer) ) return; if ( (GameRulesModifiers != None) && GameRulesModifiers.CheckScore(Scorer) ) return; if ( !bOverTime && (GoalScore == 0) ) return; if ( (Scorer != None) && (Scorer.Team != None) && (Scorer.Team.Score >= GoalScore) ) EndGame(Scorer,"teamscorelimit"); if ( (Scorer != None) && bOverTime ) EndGame(Scorer,"timelimit"); } function bool CriticalPlayer(Controller Other) { if ( (GameRulesModifiers != None) && (GameRulesModifiers.CriticalPlayer(Other)) ) return true; if ( (Other.PlayerReplicationInfo != None) && (Other.PlayerReplicationInfo.HasFlag != None) ) return true; return false; } // ========================================================================== // FindVictimsTarget - Tries to determine who the victim was aiming at // ========================================================================== function Pawn FindVictimsTarget(Controller Other) { local Vector Start,X,Y,Z; local float Dist,Aim; local Actor Target; if (Other==None || Other.Pawn==None || Other.Pawn.Weapon==None) // If they have no weapon, they can't be targetting someone return None; GetAxes(Other.Pawn.GetViewRotation(),X,Y,Z); Start = Other.Pawn.Location + Other.Pawn.CalcDrawOffset(Other.Pawn.Weapon); Aim = 0.97; Target = Other.PickTarget(aim,dist,X,Start,4000.f); //amb return Pawn(Target); } function bool NearGoal(Controller C) { return false; } function ScoreKill(Controller Killer, Controller Other) { local Pawn Target; if ( !Other.bIsPlayer || ((Killer != None) && !Killer.bIsPlayer) ) { Super.ScoreKill(Killer, Other); if ( !bScoreTeamKills && (Killer != None) && Killer.bIsPlayer && (MaxLives > 0) ) CheckScore(Killer.PlayerReplicationInfo); return; } if ( (Killer == None) || (Killer == Other) || (Killer.PlayerReplicationInfo.Team != Other.PlayerReplicationInfo.Team) ) { if ( (Killer!=None) && (Killer.PlayerReplicationInfo.Team != Other.PlayerReplicationInfo.Team) ) { if ( Other.PlayerReplicationInfo.HasFlag != None ) { Killer.AwardAdrenaline(ADR_MajorKill); GameObject(Other.PlayerReplicationInfo.HasFlag).bLastSecondSave = NearGoal(Other); } // Kill Bonuses work as follows (in additional to the default 1 point // +1 Point for killing an enemy targetting an important player on your team // +2 Points for killing an enemy important player if ( CriticalPlayer(Other) ) { Killer.PlayerReplicationInfo.Score+= 2; Killer.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1; ScoreEvent(Killer.PlayerReplicationInfo,1,"critical_frag"); } if (bScoreVictimsTarget) { Target = FindVictimsTarget(Other); if ( (Target!=None) && (Target.PlayerReplicationInfo!=None) && (Target.PlayerReplicationInfo.Team == Killer.PlayerReplicationInfo.Team) && CriticalPlayer(Target.Controller) ) { Killer.PlayerReplicationInfo.Score+=1; Killer.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1; ScoreEvent(Killer.PlayerReplicationInfo,1,"team_protect_frag"); } } } Super.ScoreKill(Killer, Other); } else if ( GameRulesModifiers != None ) GameRulesModifiers.ScoreKill(Killer, Other); if ( !bScoreTeamKills ) { if ( Other.bIsPlayer && (Killer != None) && Killer.bIsPlayer && (Killer != Other) && (Killer.PlayerReplicationInfo.Team == Other.PlayerReplicationInfo.Team) ) { Killer.PlayerReplicationInfo.Score -= 1; Killer.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1; ScoreEvent(Killer.PlayerReplicationInfo, -1, "team_frag"); } if ( MaxLives > 0 ) CheckScore(Killer.PlayerReplicationInfo); return; } if ( Other.bIsPlayer ) { if ( (Killer == None) || (Killer == Other) ) { Other.PlayerReplicationInfo.Team.Score -= 1; Other.PlayerReplicationInfo.Team.NetUpdateTime = Level.TimeSeconds - 1; TeamScoreEvent(Killer.PlayerReplicationInfo.Team.TeamIndex, 1, "team_frag"); } else if ( Killer.PlayerReplicationInfo.Team != Other.PlayerReplicationInfo.Team ) { Killer.PlayerReplicationInfo.Team.Score += 1; Killer.PlayerReplicationInfo.Team.NetUpdateTime = Level.TimeSeconds - 1; TeamScoreEvent(Killer.PlayerReplicationInfo.Team.TeamIndex, 1, "tdm_frag"); } else if ( FriendlyFireScale > 0 ) { Killer.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1; Killer.PlayerReplicationInfo.Score -= 1; Killer.PlayerReplicationInfo.Team.Score -= 1; Killer.PlayerReplicationInfo.Team.NetUpdateTime = Level.TimeSeconds - 1; TeamScoreEvent(Killer.PlayerReplicationInfo.Team.TeamIndex, 1, "team_frag"); } } // check score again to see if team won if ( (Killer != None) && bScoreTeamKills ) CheckScore(Killer.PlayerReplicationInfo); } function int ReduceDamage( int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType ) { local int InjuredTeam, InstigatorTeam; local controller InstigatorController; if ( InstigatedBy != None ) InstigatorController = InstigatedBy.Controller; if ( InstigatorController == None ) { if ( DamageType.default.bDelayedDamage ) InstigatorController = injured.DelayedDamageInstigatorController; if ( InstigatorController == None ) return Super.ReduceDamage( Damage,injured,instigatedBy,HitLocation,Momentum,DamageType ); } InjuredTeam = Injured.GetTeamNum(); InstigatorTeam = InstigatorController.GetTeamNum(); if ( InstigatorController != injured.Controller ) { if ( (InjuredTeam != 255) && (InstigatorTeam != 255) ) { if ( InjuredTeam == InstigatorTeam ) { if ( class<WeaponDamageType>(DamageType) != None || class<VehicleDamageType>(DamageType) != None ) Momentum *= TeammateBoost; if ( (Bot(injured.Controller) != None) && (InstigatorController.Pawn != None) ) Bot(Injured.Controller).YellAt(InstigatorController.Pawn); else if ( (PlayerController(Injured.Controller) != None) && Injured.Controller.AutoTaunt() ) Injured.Controller.SendMessage(InstigatorController.PlayerReplicationInfo, 'FRIENDLYFIRE', Rand(3), 5, 'TEAM'); if ( FriendlyFireScale==0.0 || (Vehicle(injured) != None && Vehicle(injured).bNoFriendlyFire) ) { if ( GameRulesModifiers != None ) return GameRulesModifiers.NetDamage( Damage, 0,injured,instigatedBy,HitLocation,Momentum,DamageType ); else return 0; } Damage *= FriendlyFireScale; } else if ( !injured.IsHumanControlled() && (injured.Controller != None) && (injured.PlayerReplicationInfo != None) && (injured.PlayerReplicationInfo.HasFlag != None) ) injured.Controller.SendMessage(None, 'OTHER', injured.Controller.GetMessageIndex('INJURED'), 15, 'TEAM'); } } return Super.ReduceDamage( Damage,injured,instigatedBy,HitLocation,Momentum,DamageType ); } function bool SameTeam(Controller a, Controller b) { if(( a == None ) || ( b == None )) return( false ); return (a.PlayerReplicationInfo.Team.TeamIndex == b.PlayerReplicationInfo.Team.TeamIndex); } function bool TooManyBots(Controller botToRemove) { if ( (Level.NetMode != NM_Standalone) && bPlayersVsBots ) return ( NumBots > Min(16,BotRatio*NumPlayers) ); if ( (botToRemove.PlayerReplicationInfo != None) && (botToRemove.PlayerReplicationInfo.Team != None) ) { if ( botToRemove.PlayerReplicationInfo.Team == Teams[0] ) { if ( Teams[0].Size < Teams[1].Size ) return false; } else if ( Teams[1].Size < Teams[0].Size ) return false; } return Super.TooManyBots(botToRemove); } function PlayEndOfMatchMessage() { local controller C; if ( ((Teams[0].Score == 0) || (Teams[1].Score == 0)) && (Teams[0].Score + Teams[1].Score >= 3) ) { for ( C = Level.ControllerList; C != None; C = C.NextController ) { if ( C.IsA('PlayerController') ) { if ( Teams[0].Score > Teams[1].Score ) { if ( (C.PlayerReplicationInfo.Team == Teams[0]) || C.PlayerReplicationInfo.bOnlySpectator ) PlayerController(C).PlayStatusAnnouncement(AltEndGameSoundName[0],1,true); else PlayerController(C).PlayStatusAnnouncement(AltEndGameSoundName[1],1,true); } else { if ( (C.PlayerReplicationInfo.Team == Teams[1]) || C.PlayerReplicationInfo.bOnlySpectator ) PlayerController(C).PlayStatusAnnouncement(AltEndGameSoundName[0],1,true); else PlayerController(C).PlayStatusAnnouncement(AltEndGameSoundName[1],1,true); } } } } else { for ( C = Level.ControllerList; C != None; C = C.NextController ) { if ( C.IsA('PlayerController') ) { if (Teams[0].Score > Teams[1].Score) PlayerController(C).PlayStatusAnnouncement(EndGameSoundName[0],1,true); else PlayerController(C).PlayStatusAnnouncement(EndGameSoundName[1],1,true); } } } } static function string ParseChatPercVar(Mutator BaseMutator, controller Who, string Cmd) { local float minDist, currDist, currInvDist,BestInvDist; local Actor Closest; local string near, where, locName; local InventorySpot S, BestInv; local GameObjective GO; local NavigationPoint N; if (Who.Pawn==None) return Cmd; if (cmd~="%H") return Who.Pawn.Health$" Health"; if (cmd~="%W") { if (Who.Pawn.Weapon!=None) return Who.Pawn.Weapon.GetHumanReadableName(); else if ( Vehicle(Who.Pawn) != None ) return Vehicle(Who.Pawn).GetVehiclePositionString(); else return Default.BareHanded; } if (cmd=="%%") return "%"; if (cmd~="%L") { minDist=10000000.0; BestInvDist = 2000; // Check for a nearby game objective for ( N=Who.Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) { S = InventorySpot(N); if ( (S != None) && (S.MarkedItem != None) ) { CurrInvDist = vsize(S.location - Who.Pawn.Location); if ( CurrInvDist < BestInvDist ) { BestInvDist = CurrInvDist; BestInv = S; } } else { GO = GameObjective(N); if ( GO != None ) { currDist = vsize(Go.location - Who.Pawn.Location); if(currDist < minDist) { minDist = currDist; Closest = Go; } } } } // If our closest gameobjective is more than 2048, look for nearby pickup base if ( (minDist > 2048) && (BestInvDist < minDist) && (BestInv != None) ) // Look for closer objects { Closest = BestInv.MarkedItem; near = BestInv.MarkedItem.GetHumanReadableName(); } if(Who != None && Who.PlayerReplicationInfo != None) { locName = "("$Who.PlayerReplicationInfo.GetLocationName()$")"; } if (Closest!=None) { if (GameObjective(Closest)!=None ) return Default.NearString@GameObjective(Closest).GetHumanReadableName()@locName; else { where = Who.Level.Game.FindTeamDesignation(PlayerController(Who).GameReplicationInfo, Closest); if (Where=="") return Default.NearString@Near@locName; else return Default.NearString@where@near@locName; } } } return Super.ParseChatPercVar(BaseMutator, Who,Cmd); } static function string FindTeamDesignation(GameReplicationInfo GRI, actor A) { if ( (GRI == None) || (GRI.Teams[0].HomeBase == None) || (GRI.Teams[1].HomeBase == None) ) return ""; if (vsize(A.location - GRI.Teams[0].HomeBase.Location) < vsize(A.location - GRI.Teams[1].HomeBase.Location)) return GRI.Teams[0].GetHumanReadableName()$" "; else return GRI.Teams[1].GetHumanReadableName()$" "; } static function string ParseMessageString(Mutator BaseMutator, Controller Who, String Message) { local string OutMsg; local string cmd; local int pos,i; OutMsg = ""; pos = InStr(Message,"%"); while (pos>-1) { if (pos>0) { OutMsg = OutMsg$Left(Message,pos); Message = Mid(Message,pos); pos = 0; } i = len(Message); cmd = mid(Message,pos,2); if (i-2 > 0) Message = right(Message,i-2); else Message = ""; OutMsg = OutMsg$ParseChatPercVar(BaseMutator, Who,Cmd); pos = InStr(Message,"%"); } if (Message!="") OutMsg=OutMsg$Message; return OutMsg; } function FindNewObjectives( GameObjective DisabledObjective ) { Teams[0].AI.FindNewObjectives(DisabledObjective); Teams[1].AI.FindNewObjectives(DisabledObjective); } static function FillPlayInfo(PlayInfo PlayInfo) { local int i; Super.FillPlayInfo(PlayInfo); // Always begin with calling parent PlayInfo.AddSetting(default.BotsGroup, "bBalanceTeams", default.TGPropsDisplayText[i++], 0, 2, "Check"); PlayInfo.AddSetting(default.RulesGroup, "bPlayersBalanceTeams", default.TGPropsDisplayText[i++], 0, 1, "Check", , ,True); PlayInfo.AddSetting(default.GameGroup, "FriendlyFireScale", default.TGPropsDisplayText[i++], 20, 1, "Text", "8;0.0:1.0", , ,True); PlayInfo.AddSetting(default.ChatGroup, "bAllowNonTeamChat", default.TGPropsDisplayText[i++], 60, 1, "Check", ,"Xv",True,True); } static event string GetDescriptionText(string PropName) { switch (PropName) { case "bBalanceTeams": return default.TGPropDescText[0]; case "bPlayersBalanceTeams": return default.TGPropDescText[1]; case "FriendlyFireScale": return default.TGPropDescText[2]; case "bAllowNonTeamChat": return default.TGPropDescText[3]; } return Super.GetDescriptionText(PropName); } static event bool AcceptPlayInfoProperty(string PropertyName) { if ( InStr(PropertyName, "bColoredDMSkins") != -1 ) return false; return Super.AcceptPlayInfoProperty(PropertyName); } function AnnounceScore(int ScoringTeam) { local Controller C; local name ScoreSound; local int OtherTeam; if ( ScoringTeam == 1 ) OtherTeam = 0; else OtherTeam = 1; if ( Teams[ScoringTeam].Score == Teams[OtherTeam].Score + 1 ) ScoreSound = TakeLeadName[ScoringTeam]; else if ( Teams[ScoringTeam].Score == Teams[OtherTeam].Score + 2 ) ScoreSound = IncreaseLeadName[ScoringTeam]; else ScoreSound = CaptureSoundName[ScoringTeam]; for ( C=Level.ControllerList; C!=None; C=C.NextController ) { if ( C.IsA('PlayerController') ) PlayerController(C).PlayStatusAnnouncement(ScoreSound,1,true); } } function InitVoiceReplicationInfo() { Super.InitVoiceReplicationInfo(); if ( VoiceReplicationInfo != None && TeamVoiceReplicationInfo(VoiceReplicationInfo) != None ) TeamVoiceReplicationInfo(VoiceReplicationInfo).bTeamChatOnly = !bAllowNonTeamChat; } event PostLogin( PlayerController NewPlayer ) { Super.PostLogin( NewPlayer ); if ( NewPlayer.PlayerReplicationInfo.Team != None ) GameEvent("TeamChange",""$NewPlayer.PlayerReplicationInfo.Team.TeamIndex,NewPlayer.PlayerReplicationInfo); } static function array<string> GetAllLoadHints(optional bool bThisClassOnly) { local int i; local array<string> Hints; if ( !bThisClassOnly || default.TGHints.Length == 0 ) Hints = Super.GetAllLoadHints(); for ( i = 0; i < default.TGHints.Length; i++ ) Hints[Hints.Length] = default.TGHints[i]; return Hints; } function WeakObjectives() { local GameObjective GO; for ( GO=Teams[0].AI.Objectives; GO!=None; GO=GO.NextObjective ) if ( GO.IsA('DestroyableObjective') ) DestroyableObjective(GO).Health = 1; } function bool PickEndGameTauntFor(Bot B) { if ( Level.TimeSeconds - LastEndGameTauntTime < 1.5 ) return false; if ( B.PlayerReplicationInfo.Team == None ) return false; if ( B.PlayerReplicationInfo.Team != GameReplicationInfo.Winner ) EndGameCommentFor(B); else EndGameTauntFor(B); LastEndGameTauntTime = Level.TimeSeconds; return true; } // what losers say function EndGameCommentFor(Bot B) { local Controller C,Best; local String S; if ( FRand() < 0.4 ) { LastEndGameRemark = Rand(10); if ( EndGameRemark[LastEndGameRemark] == 0 ) { S = EndGameLossRemarks[LastEndGameRemark]; LastEndGameComment = -1; EndGameRemark[LastEndGameRemark] = 1; if ( LastEndGameRemark == 0 ) { for ( C=Level.ControllerList; C!=None; C=C.NextController ) { if ( (PlayerController(C) != None) && ((Best == None) || (C.PlayerReplicationInfo.Score > Best.PlayerReplicationInfo.Score)) ) Best = C; } if ( Best == None ) return; S = Best.PlayerReplicationInfo.PlayerName@S; } } else return; } else { if ( LastEndGameComment == -1 ) { LastEndGameComment = 10; S = EndGameResponses[Rand(10)]; } else { LastEndGameComment = Rand(10); if ( EndGameCommented[LastEndGameComment] == 0 ) { EndGameCommented[LastEndGameComment] = 1; S = EndGameComments[LastEndGameComment]; } else return; } } Broadcast(B, S, 'Say'); } // what winners say function EndGameTauntFor(Bot B) { local String S; if ( FRand() < 0.4 ) { LastEndGameRemark = Rand(10); if ( EndGameRemark[LastEndGameRemark] == 0 ) { S = EndGameVictoryRemarks[LastEndGameRemark]; LastEndGameComment = -1; EndGameRemark[LastEndGameRemark] = 1; } else return; } else { if ( LastEndGameComment == -1 ) { LastEndGameComment = 10; S = EndGameResponses[Rand(10)]; } else { LastEndGameComment = Rand(10); if ( EndGameCommented[LastEndGameComment] == 0 ) { EndGameCommented[LastEndGameComment] = 1; S = EndGameTaunts[LastEndGameComment]; } else return; } } Broadcast(B, S, 'Say'); } defaultproperties { // no response winner EndGameTaunts(0)="woot" EndGameTaunts(1)="DENIED!" EndGameTaunts(2)="gg everyone" EndGameTaunts(3)="gg" EndGameTaunts(4)="gg" EndGameTaunts(5)="PANTS!" EndGameTaunts(6)="owned" EndGameTaunts(7)="Booyah!" EndGameTaunts(8)="W00T!" EndGameTaunts(9)="oh yeah!" // no response loser EndGameComments(0)="lllllllamas" EndGameComments(1)="bye" EndGameComments(2)="gg" EndGameComments(3)="gg" EndGameComments(4)="gg everyone" EndGameComments(5)="Teams" EndGameComments(6)="omg" EndGameComments(7)="dammit!" EndGameComments(8)="my team sux0rs" EndGameComments(9)="gg" // responses EndGameResponses(0)=":)" EndGameResponses(1)=";)" EndGameResponses(2)="haha" EndGameResponses(3)="LOL" EndGameResponses(4)="lol" EndGameResponses(5)="ROFL" EndGameResponses(6)="rofl" EndGameResponses(7)="werd" EndGameResponses(8)="ahaha" EndGameResponses(9)="omg" // winner comment EndGameVictoryRemarks(0)="Take that to the bank, punks!" EndGameVictoryRemarks(1)="omg, so owned." EndGameVictoryRemarks(2)="Our Victory, Your Defeat" EndGameVictoryRemarks(3)="You know, practice might help" EndGameVictoryRemarks(4)="You suckas got served…" EndGameVictoryRemarks(5)="That was pathetic" EndGameVictoryRemarks(6)="Ya mamma!" EndGameVictoryRemarks(7)="pwned!" EndGameVictoryRemarks(8)="u r teh suk" EndGameVictoryRemarks(9)="Humans need better AI" // loser comment EndGameLossRemarks(0)="was using an aimbot" EndGameLossRemarks(1)="Take a screenshot, this won’t happen again." EndGameLossRemarks(2)="crappy map" EndGameLossRemarks(3)="this server sux" EndGameLossRemarks(4)="Campers." EndGameLossRemarks(5)="Omg wtf wallhacking mofos" EndGameLossRemarks(6)="Where's Malcolm when you need him?" EndGameLossRemarks(7)="my team sux" EndGameLossRemarks(8)="OMG Epic plz fix kthxbye" EndGameLossRemarks(9)="Vwvwvwvwvwvwvwvwvwvwvwvzxcjjj" GoalScore=60 bPlayersBalanceTeams=true bWeaponStay=true bScoreTeamKills=true bBalanceTeams=true bMustJoinBeforeStart=false MaxTeamSize=32 bCanChangeSkin=False bTeamGame=True BeaconName="Team" TeamAIType(0)=class'UnrealGame.TeamAI' TeamAIType(1)=class'UnrealGame.TeamAI' MaxLives=0 NumRounds=5 SinglePlayerWait=2 EndMessageWait=3 TeammateBoost=+0.3 bMustHaveMultiplePlayers=true TGPropsDisplayText(0)="Bots Balance Teams" TGPropsDisplayText(1)="Players Balance Teams" TGPropsDisplayText(2)="Friendly Fire Scale" TGPropsDisplayText(3)="Cross-Team Priv. Chat" TGPropsDisplayText(4)="Max Team Size" TGPropDescText(0)="Bots will join or change teams to make sure they are even." TGPropDescText(1)="Players are forced to join the smaller team when they enter." TGPropDescText(2)="Specifies how much damage players from the same team can do to each other." TGPropDescText(3)="Determines whether members of opposing teams are allowed to join the same private chat room" TGPropDescText(4)="Maximum number of players on each team" EndGameSoundName[0]=red_team_is_the_winner EndGameSoundName[1]=blue_team_is_the_winner CaptureSoundName(0)=Red_Team_Scores CaptureSoundName(1)=Blue_Team_Scores IncreaseLeadName(0)=Red_Team_increases_their_lead IncreaseLeadName(1)=Blue_Team_increases_their_lead TakeLeadName(0)=Red_Team_takes_the_lead TakeLeadName(1)=Blue_Team_takes_the_lead ADR_Goal=25.0 ADR_Return=5.0 ADR_Control=2.0 ScoreBoardType="XInterface.ScoreBoardTeamDeathMatch" NearString="Near the" PathWhisps[0]="XEffects.RedWhisp" PathWhisps[1]="XEffects.BlueWhisp" VoiceReplicationInfoClass=class'UnrealGame.TeamVoiceReplicationInfo' BareHanded="Bare Handed" Description="Two teams duke it out in a quest for battlefield supremacy. The team with the most total frags wins." TGHints(0)="If you miss a player's chat message, you can use %INGAMECHAT% to display a box of all chat messages you have received." TGHints(1)="Use the link gun alt fire beam to link up with link gun carrying teammates. While linked, the teammate will receive a significant power boost to their link gun." TGHints(2)="You can toss your current weapon for a teammate by pressing %THROWWEAPON%." TGHints(3)="Teammates who have a link gun equipped will have a green team beacon above their heads instead of the standard yellow beacon." TGHints(4)="Press %VOICETALK% to voice chat with your team." TGHints(5)="Press %TEAMTALK% and type your message to send text messages to other team members." TGHints(6)="The text-to-speech feature that makes the game read text messages aloud can be enabled in the audio settings menu." } |
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