- Extends
- ZoneInfo
- Modifiers
- native nativereplication notplaceable
Core.Object
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+-- Engine.Actor
|
+-- Engine.Info
|
+-- Engine.ZoneInfo
|
+-- Engine.LevelInfo
Inherited Variables from Engine.ZoneInfo |
AmbientBrightness, AmbientHue, AmbientSaturation, AmbientVector, bClearToFogColor, bDistanceFog, bLonelyZone, bSoftKillZ, bTerrainZone, DistanceFogBlendTime, DistanceFogColor, DistanceFogEnd, DistanceFogEndMin, DistanceFogStart, DramaticLightingScale, EnvironmentMap, KillZ, KillZType, LocationName, ManualExcludes, RealDistanceFogEnd, SkyZone, Terrains, TexUPanSpeed, TexVPanSpeed, ZoneEffect, ZoneTag |
Enumerations Summary |
ELevelAction LEVACT_None,
LEVACT_Loading,
LEVACT_Saving,
LEVACT_Connecting,
LEVACT_Precaching |
EMeshLODDetailLevel MDL_Low,
MDL_Medium,
MDL_High,
MDL_Ultra |
ENetMode NM_Standalone,
NM_DedicatedServer,
NM_ListenServer,
NM_Client |
EPhysicsDetailLevel PDL_Low,
PDL_Medium,
PDL_High |
var float AnimMeshGlobalLOD;
var bool bAggressiveLOD;
var bool bBegunPlay;
var bool bClassicView;
var globalconfig bool bDesireSkinPreload;
var bool bDropDetail;
var bool bFreezeKarma;
var bool bHasPathNodes;
var bool bIsSaveGame;
var globalconfig bool bKickLiveIdlers;
var bool bLevelChange;
var config bool bLowSoundDetail;
var config bool bNeverPrecache;
var bool bNextItems;
var bool bPathsRebuilt;
var bool bPlayersOnly;
var globalconfig bool bShouldPreload;
var bool bSkinsPreloaded;
var bool bStartup;
var string ComputerName;
var transient int Day;
var transient int DayOfWeek;
var config float DecalStayScale;
var float DefaultGravity;
var string EngineVersion;
var transient int Hour;
var int HubStackLevel;
var int LastTaunt[2];
var float LastVehicleCheck;
var globalconfig float MaxClientFrameRate;
var globalconfig float MaxTimeMargin;
var transient int Millisecond;
var string MinNetVersion;
var globalconfig float MinTimeMargin;
var transient int Minute;
var transient int Month;
var float MoveRepSize;
var float NextSwitchCountdown;
var string NextURL;
var float PauseDelay;
var transient array<
material> PrecacheMaterials;
var transient array<staticmesh> PrecacheStaticMeshes;
var const
Actor ReplicationViewTarget;
var transient int Second;
var float TimeDilation;
var globalconfig float TimeMarginSlack;
var float TimeSeconds;
var string VisibleGroups;
var transient int Year;
Audio
var(Audio) float MusicVolumeOverride;
var(Audio) float PlayerDoppler;
var(Audio) string Song;
Camouflage
var(Camouflage) StaticMesh IndoorCamouflageMesh;
var(Camouflage) float IndoorMeshDrawscale;
var(Camouflage) StaticMesh OutdoorCamouflageMesh;
var(Camouflage) float OutdoorMeshDrawscale;
DustColor
var(DustColor)
color DustColor;
var(DustColor)
color WaterDustColor;
Headlights
var(Headlights) bool bUseHeadlights;
var(Headlights) float HeadlightScaling;
Karma
var(Karma) bool bKStaticFriction;
var(Karma) float KarmaGravScale;
var(Karma) float KarmaTimeScale;
var(Karma) int MaxRagdolls;
var(Karma) float RagdollTimeScale;
LevelInfo
var(
LevelInfo) localized
string LevelEnterText;
LevelSummary
RadarMap
var(RadarMap) bool bShowRadarMap;
bUseTerrainForRadarRange Source code
var(RadarMap) bool bUseTerrainForRadarRange;
var(RadarMap) float CustomRadarRange;
SaveGames
var(SaveGames) bool bSupportSaveGames;
SinglePlayer
var(SinglePlayer) int SinglePlayerTeamSize;
enum
ELevelAction
{
LEVACT_None,
LEVACT_Loading,
LEVACT_Saving,
LEVACT_Connecting,
LEVACT_Precaching
};
enum
ENetMode
{
NM_Standalone,
NM_DedicatedServer,
NM_ListenServer,
NM_Client
};
simulated function AddPrecacheMaterial (
Material mat) )
simulated function AddPrecacheStaticMesh ( StaticMesh stat) )
native simulated function DetailChange (
EDetailMode NewDetailMode )
FillPrecacheMaterialsArray Source code
simulated event FillPrecacheMaterialsArray ( bool FullPrecache ) )
FillPrecacheStaticMeshesArray Source code
simulated event FillPrecacheStaticMeshesArray ( bool FullPrecache ) )
native simulated function string GetAddressURL ( )
simulated function
class<
GameInfo> GetGameClass ( ) )
GetLocalPlayerController Source code
native simulated function string GetLocalURL ( )
native simulated static final function bool IsDemoBuild ( )
native simulated function bool IsEntry ( )
native simulated function bool IsPendingConnection ( )
native simulated static final function bool IsSoftwareRendering ( )
simulated function PostBeginPlay ( ) )
simulated event PreBeginPlay ( ) )
simulated function PrecacheAnnouncements ( )
function Reset ( ) )
event ServerTravel (
string URL,
bool bItems ) )
function ThisIsNeverExecuted ( ) )
native simulated function UpdateDistanceFogLOD ( float LOD )
defaultproperties
{
PreCacheGame="xGame.xDeathMatch"
RemoteRole=ROLE_DumbProxy
bAlwaysRelevant=true
TimeDilation=+00001.100000
Brightness=1
bHiddenEd=True
DefaultTexture=DefaultTexture
WireframeTexture=WhiteSquareTexture
WhiteSquareTexture=WhiteSquareTexture
LargeVertex=LargeVertex
HubStackLevel=0
DetailMode=DM_SuperHigh
PlayerDoppler=0
bWorldGeometry=true
VisibleGroups="None"
KarmaTimeScale=0.9
RagdollTimeScale=1
MaxRagdolls=4
bKStaticFriction=true
KarmaGravScale=1
PhysicsDetailLevel=PDL_Medium
MeshLODDetailLevel=MDL_Medium
MusicVolumeOverride=-1
Title="Untitled"
Author="Anonymous"
IdealPlayerCountMin=6
IdealPlayerCountMax=10
HideFromMenus=false
DecalStayScale=+1.0
DefaultGravity=-950.0
StallZ=10000.f
IndoorMeshDrawscale=+1.0
OutdoorMeshDrawscale=+1.0
AnimMeshGlobalLOD=+1.0
MoveRepSize=+42.0
bUseHeadlights=true
HeadlightScaling=1.0
bShowRadarMap=true
bUseTerrainForRadarRange=true
CustomRadarRange=10000
MaxTimeMargin=+1.0
TimeMarginSlack=+1.35
MinTimeMargin=-1.0
MaxClientFrameRate=+90.0
WaterDustColor=(R=255,G=255,B=255)
}
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Creation time: Do 14.8.2014 09:58:12.961 - Created with
UnCodeX