Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 |
//============================================================================= // xCTFGame. //============================================================================= class xCTFGame extends CTFGame config; #exec OBJ LOAD FILE=GameSounds.uax #exec OBJ LOAD File=XGameShadersB.utx static function PrecacheGameTextures(LevelInfo myLevel) { class'xTeamGame'.static.PrecacheGameTextures(myLevel); } static function PrecacheGameStaticMeshes(LevelInfo myLevel) { class'xDeathMatch'.static.PrecacheGameStaticMeshes(myLevel); } function actor FindSpecGoalFor(PlayerReplicationInfo PRI, int TeamIndex) { local XPlayer PC; local Controller C; local CTFFlag Flags[2],F; PC = XPlayer(PRI.Owner); if (PC==None) return none; // Look for a Player holding the flag for (C=Level.ControllerList;C!=None;C=C.NextController) { if ( (C.PlayerReplicationInfo != None) && (C.PlayerReplicationInfo.HasFlag!=None) && (PC.ViewTarget == None || PC.ViewTarget != C.Pawn) ) return C.Pawn; } foreach AllActors(class'CTFFlag',f) Flags[f.TeamNum]=f; if ( vsize(PC.Location - Flags[0].Location) < vsize(PC.Location - Flags[1].Location) ) return Flags[1]; else return Flags[0]; return none; } event SetGrammar() { LoadSRGrammar("CTF"); } defaultproperties { MapListType="XInterface.MapListCaptureTheFlag" DeathMessageClass=class'XGame.xDeathMessage' HUDType="XInterface.HudCCaptureTheFlag" DefaultEnemyRosterClass="xGame.xTeamRoster" ScreenShotName="UT2004Thumbnails.CTFShots" DecoTextName="XGame.CTFGame" GameName="Capture the Flag" MapPrefix="CTF" Acronym="CTF" OtherMesgGroup="CTFGame" Description="Your team must score flag captures by taking the enemy flag from the enemy base and returning it to their own flag. If the flag carrier is killed, the flag drops to the ground for anyone to pick up. If your team's flag is taken, it must be returned (by touching it after it is dropped) before your team can score a flag capture." } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |