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Onslaught.ONSOnslaughtGame

Extends
xTeamGame

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.GameInfo
         |   
         +-- UnrealGame.UnrealMPGameInfo
            |   
            +-- UnrealGame.DeathMatch
               |   
               +-- UnrealGame.TeamGame
                  |   
                  +-- XGame.xTeamGame
                     |   
                     +-- Onslaught.ONSOnslaughtGame

Constants Summary
ONSPROPNUM=3
Inherited Contants from UnrealGame.TeamGame
TGPROPNUM

Variables Summary
boolbCurrentSetupIsOfficial
boolbRandSetupAfterReset
boolbSidesAreSwitched
boolbSwapSidesAfterReset
stringCurrentSetupName
array<ONSPowerLinkCustomSetup>CustomPowerLinkSetups
intFinalCore[2]
array<ONSPowerLinkOfficialSetup>OfficialPowerLinkSetups
stringONSPropDescText[ONSPROPNUM]
stringONSPropsDisplayText[ONSPROPNUM]
intOvertimeCoreDrainPerSec
array<ONSPowerCore>PowerCores
array<PowerLink>PowerLinks
LoadingHints
array<string>ONSHints
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]

Structures Summary
PowerLinkSetup
BaseNode, LinkedNodes

Functions Summary
eventbool AcceptPlayInfoProperty (string PropertyName))
functionbool AddLink (ONSPowerCore A, ONSPowerCore B ))
functionbool AllowMutator (string MutatorClassName ))
functionbool AllowTransloc ()))
functionbool ApplyOrder (PlayerController Sender, int RecipientID, int OrderID ))
functionbool ChangeTeam (Controller Other, int num, bool bNewTeam))
functionbool CheckEndGame (PlayerReplicationInfo Winner, string Reason))
function CheckScore (PlayerReplicationInfo Scorer))
function ClearLinks ()))
functionbool CriticalPlayer (Controller Other))
function DeadUse (PlayerController PC))
functionbool DeletePowerLinkSetup (string SetupName, PlayerController Caller))
event Destroyed ()))
functionbool ExistsLinkPathTo (ONSPowerCore Start, ONSPowerCore Destination, out array<ONSPowerCore> Traveled))
function FillPlayInfo (PlayInfo PlayInfo))
function FindLinkSetup (optional string IgnoredSetup))
functionNavigationPoint FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName ))
functionarray<string> GetAllLoadHints (optional bool bThisClassOnly))
eventstring GetDescriptionText (string PropName))
function GetServerDetails (out ServerResponseLine ServerState))
function GetServerInfo (out ServerResponseLine ServerState))
functionbool HasLink (ONSPowerCore A, ONSPowerCore B ))
event InitGame (string Options, out string Error))
function Killed (Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType))
function MainCoreDestroyed (byte T))
functionbool NeverAllowTransloc ()))
functionint ParseOrder (string OrderString))
function PlayStartupMessage ()))
event PostBeginPlay ()))
event PostLogin (PlayerController NewPlayer))
function PrecacheGameAnnouncements (AnnouncerVoice V, bool bRewardSounds))
functionbool RemoveLink (ONSPowerCore A, ONSPowerCore B ))
function Reset ()))
function ResetPowerLinks ()))
functionbool SavePowerLinkSetup (string SetupName, PlayerController Caller))
function ScoreObjective (PlayerReplicationInfo Scorer, float Score))
function SetCoreDistance (ONSPowerCore PC, byte T, byte Distance))
function SetEndGameFocus (PlayerReplicationInfo Winner))
event SetGrammar ()))
function SetInitialState ()))
functionbool SetPowerLinkSetup (string SetupName, PlayerController Caller))
functionbool SetupExists (string SetupName))
function SetupLinks ()))
function Sever (ONSPowerCore PC, int TeamIndex))
function ShowPathTo (PlayerController P, int TeamNum))
function StartMatch ()))
event Timer ()))
MatchInProgress
function UpdateLinks ()))
function UpdateSeveredLinks ()))
functionbool ValidSpawnPoint (ONSPowerCore PC, int TeamIndex))
Inherited Functions from XGame.xTeamGame
PrecacheGameStaticMeshes, PrecacheGameTextures
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

States Summary
MatchInProgress Source code
state MatchInProgress
Timer


Constants Detail

ONSPROPNUM Source code

const ONSPROPNUM = 3;


Variables Detail

bCurrentSetupIsOfficial Source code

var bool bCurrentSetupIsOfficial;

bRandSetupAfterReset Source code

var config bool bRandSetupAfterReset;

bSidesAreSwitched Source code

var bool bSidesAreSwitched;

bSwapSidesAfterReset Source code

var config bool bSwapSidesAfterReset;

CurrentSetupName Source code

var string CurrentSetupName;

CustomPowerLinkSetups Source code

var array<ONSPowerLinkCustomSetup> CustomPowerLinkSetups;

FinalCore[2] Source code

var int FinalCore[2];

OfficialPowerLinkSetups Source code

var array<ONSPowerLinkOfficialSetup> OfficialPowerLinkSetups;

ONSPropDescText[ONSPROPNUM] Source code

var localized string ONSPropDescText[ONSPROPNUM];

ONSPropsDisplayText[ONSPROPNUM] Source code

var localized string ONSPropsDisplayText[ONSPROPNUM];

OvertimeCoreDrainPerSec Source code

var config int OvertimeCoreDrainPerSec;

PowerCores Source code

var array<ONSPowerCore> PowerCores;

PowerLinks Source code

var array<PowerLink> PowerLinks;

LoadingHints

ONSHints Source code

var(LoadingHints) private localized array<string> ONSHints;


Structures Detail

PowerLinkSetup Source code

struct PowerLinkSetup
{
var name BaseNode;
var array<name> LinkedNodes;
};



Functions Detail

AcceptPlayInfoProperty Source code

static event bool AcceptPlayInfoProperty ( string PropertyName) )

AddLink Source code

function bool AddLink ( ONSPowerCore A, ONSPowerCore B ) )

AllowMutator Source code

static function bool AllowMutator ( string MutatorClassName ) )

AllowTransloc Source code

function bool AllowTransloc ( ) )

ApplyOrder Source code

function bool ApplyOrder ( PlayerController Sender, int RecipientID, int OrderID ) )

ChangeTeam Source code

function bool ChangeTeam ( Controller Other, int num, bool bNewTeam) )

CheckEndGame Source code

function bool CheckEndGame ( PlayerReplicationInfo Winner, string Reason) )

CheckScore Source code

function CheckScore ( PlayerReplicationInfo Scorer) )

ClearLinks Source code

function ClearLinks ( ) )

CriticalPlayer Source code

function bool CriticalPlayer ( Controller Other) )

DeadUse Source code

function DeadUse ( PlayerController PC) )

DeletePowerLinkSetup Source code

function bool DeletePowerLinkSetup ( string SetupName, PlayerController Caller) )

Destroyed Source code

event Destroyed ( ) )

ExistsLinkPathTo Source code

static simulated function bool ExistsLinkPathTo ( ONSPowerCore Start, ONSPowerCore Destination, out array<ONSPowerCore> Traveled) )

FillPlayInfo Source code

static function FillPlayInfo ( PlayInfo PlayInfo) )

FindLinkSetup Source code

function FindLinkSetup ( optional string IgnoredSetup) )

FindPlayerStart Source code

function NavigationPoint FindPlayerStart ( Controller Player, optional byte InTeam, optional string incomingName ) )

GetAllLoadHints Source code

static function array<string> GetAllLoadHints ( optional bool bThisClassOnly) )

GetDescriptionText Source code

static event string GetDescriptionText ( string PropName) )

GetServerDetails Source code

function GetServerDetails ( out ServerResponseLine ServerState) )

GetServerInfo Source code

function GetServerInfo ( out ServerResponseLine ServerState) )

HasLink Source code

function bool HasLink ( ONSPowerCore A, ONSPowerCore B ) )

InitGame Source code

event InitGame ( string Options, out string Error) )

Killed Source code

function Killed ( Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType) )

MainCoreDestroyed Source code

function MainCoreDestroyed ( byte T) )

NeverAllowTransloc Source code

static function bool NeverAllowTransloc ( ) )

ParseOrder Source code

function int ParseOrder ( string OrderString) )

PlayStartupMessage Source code

function PlayStartupMessage ( ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PostLogin Source code

event PostLogin ( PlayerController NewPlayer) )

PrecacheGameAnnouncements Source code

static function PrecacheGameAnnouncements ( AnnouncerVoice V, bool bRewardSounds) )

RemoveLink Source code

function bool RemoveLink ( ONSPowerCore A, ONSPowerCore B ) )

Reset Source code

function Reset ( ) )

ResetPowerLinks Source code

function ResetPowerLinks ( ) )

SavePowerLinkSetup Source code

function bool SavePowerLinkSetup ( string SetupName, PlayerController Caller) )

ScoreObjective Source code

function ScoreObjective ( PlayerReplicationInfo Scorer, float Score) )

SetCoreDistance Source code

function SetCoreDistance ( ONSPowerCore PC, byte T, byte Distance) )

SetEndGameFocus Source code

function SetEndGameFocus ( PlayerReplicationInfo Winner) )

SetGrammar Source code

event SetGrammar ( ) )

SetInitialState Source code

function SetInitialState ( ) )

SetPowerLinkSetup Source code

function bool SetPowerLinkSetup ( string SetupName, PlayerController Caller) )

SetupExists Source code

function bool SetupExists ( string SetupName) )

SetupLinks Source code

function SetupLinks ( ) )

Sever Source code

function Sever ( ONSPowerCore PC, int TeamIndex) )

ShowPathTo Source code

function ShowPathTo ( PlayerController P, int TeamNum) )

StartMatch Source code

function StartMatch ( ) )

Timer MatchInProgress Source code

event Timer ( ) )

UpdateLinks Source code

function UpdateLinks ( ) )

UpdateSeveredLinks Source code

function UpdateSeveredLinks ( ) )

ValidSpawnPoint Source code

function bool ValidSpawnPoint ( ONSPowerCore PC, int TeamIndex) )


Defaultproperties

defaultproperties
{
    ScreenShotName="UT2004Thumbnails.OnslaughtShots"
    GameName="Onslaught"
    MapPrefix="ONS"
    BeaconName="ONS"
    DefaultPlayerClassName="XGame.xPawn"
    PlayerControllerClassName="XGame.XPlayer"


    ADR_Kill=2.0
    bAllowVehicles=true
    bScoreTeamKills=False
    bSpawnInTeamArea=True
    bTeamScoreRounds=False
    bScoreVictimsTarget=false
    ResetTimeDelay=11
    NetWait=15
    GoalScore=3
    OvertimeCoreDrainPerSec=20
    bSwapSidesAfterReset=True


    MapListType="Onslaught.ONSMapListOnslaught"
    HUDSettingsMenu="GUI2K4.CustomHUDMenuOnslaught"
    HUDType="Onslaught.ONSHUDOnslaught"
    DeathMessageClass=class'XGame.xDeathMessage'
    MutatorClass="Onslaught.ONSDefaultMut"


    DecoTextName="Onslaught.ONSOnslaughtGame"


    Acronym="ONS"
    DefaultEnemyRosterClass="XGame.xTeamRoster"
    TeamAIType(0)=class'Onslaught.ONSTeamAI'
    TeamAIType(1)=class'Onslaught.ONSTeamAI'
	bLiberalVehiclePaths=true


    bAlwaysShowLoginMenu=true


    GameUMenuType="GUI2K4.UT2K4OnslaughtLoginMenu"
    LoginMenuClass="GUI2K4.UT2K4OnslaughtLoginMenu"


    ONSPropsDisplayText(0)="Core Drain in Overtime"
    ONSPropsDisplayText(1)="Random Link Setup After Reset"
    ONSPropsDisplayText(2)="Teams Swap Sides After Reset"
    ONSPropDescText(0)="In overtime, PowerCores lose a maximum of this much health every second."
    ONSPropDescText(1)="After a reset, a new link setup will be chosen at random."
    ONSPropDescText(2)="After a reset, teams will switch sides so they are defending the PowerCore they were previously attacking."


    Description="Your team must take control over PowerNodes in a 'connect the dots' fashion to establish a direct line to the enemy PowerCore. Once you establish a link to the next PowerNode, you can destroy it if controlled by the enemy. Control the PowerNode for your team by touching it to start the build process (Use the linkgun alt-fire to speed things up). Once your team has a link to the enemy PowerCore, attack and destroy it."


    ONSHints(0)="If you receive a missile lock warning, try to get out of sight quickly!"
    ONSHints(1)="The Raptor's missiles will automatically lock onto Mantas and other Raptors."
    ONSHints(2)="In the Raptor press %JUMP% to fly higher and %DUCK% to fly lower."
    ONSHints(3)="The Manta can rapidly descend to smash your enemies by pressing %DUCK% or %ALTFIRE%."
    ONSHints(4)="Press %JUMP% to perform a 180 spin out in the Hellbender or Scorpion."
    ONSHints(5)="The Manta is the only vehicle that has the ability to jump."
    ONSHints(6)="When deployed, the Leviathan is highly vulnerable to air attacks."
    ONSHints(7)="You can heal a friendly vehicle with the link gun alt-fire."
    ONSHints(8)="You can heal a friendly PowerNode with the link gun alt-fire."
    ONSHints(9)="It is impossible to heal the final PowerCore, so defend it at all costs!"
    ONSHints(10)="Press %TOGGLERADARMAP% to toggle the radar map on and off."
    ONSHints(11)="You can be hurt or killed by vehicles exploding near you."
    ONSHints(12)="Enemy Spider Mines can be destroyed, but some weapons are better against them than others."
    ONSHints(13)="Pressing %USE% on a PowerNode allows you to teleport to any PowerNode your team controls."
    ONSHints(14)="You won't be able to spawn at a PowerNode that is under attack, even if your team controls it."
    ONSHints(15)="If you die, any Spider Mines or Grenades you fired will explode."
    ONSHints(16)="Press %VOICETALK% to voice chat with your team."
    ONSHints(17)="%BASEPATH 0% will show the way to the nearest PowerNode or PowerCore the Red Team can attack, while %BASEPATH 1% will do the same for the Blue Team."
    ONSHints(18)="Press %TOGGLEBEHINDVIEW% to switch between 1st and 3rd person mode in vehicles."
    ONSHints(19)="AVRiL rockets will home into an occupied enemy vehicle as long as you keep your crosshair on it."
    ONSHints(20)="When you find a target with the AVRiL, press alt-fire to zoom and lock your view to that target."
    ONSHints(21)="The green light on top of the weaponlockers indicates that additional ammo is available at that locker."
    ONSHints(22)="Attack PowerNodes that have the enemy team color sky beams above them."
    ONSHints(23)="You cannot attack the PowerCore or PowerNodes if there is an energy shield present. Remove the shield by controlling a node that is linked to it."
    ONSHints(24)="The Grenade Launcher shoots sticky grenades that attach themselves to vehicles and players. You must detonate them yourself with the alternate fire (press %ALTFIRE%)"
    ONSHints(25)="The bomber that the Target Painter calls in can be shot down by enemy fire."
    ONSHints(26)="In Onslaught, your team earns 2 points for winning before overtime and 1 point for a win during overtime."
}

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Creation time: Do 14.8.2014 09:58:17.701 - Created with UnCodeX