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Core.Object | +-- Engine.Actor | +-- Engine.Info | +-- Engine.GameInfo | +-- UnrealGame.UnrealMPGameInfo | +-- UnrealGame.DeathMatch | +-- UnrealGame.TeamGame | +-- XGame.xTeamGame | +-- UT2k4Assault.ASGameInfo
Constants Summary | ||
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ASPROPNUM | = | 5 |
Inherited Contants from UnrealGame.TeamGame |
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TGPROPNUM |
Variables Summary | |
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string | ASPropDescText[ASPROPNUM] |
string | ASPropsDisplayText[ASPROPNUM] |
name | AttackerWinRound[2] |
bool | bDisableReinforcements |
bool | bWeakObjectives |
byte | CurrentAttackingTeam |
SceneManager | CurrentMatineeScene |
GameObjective | CurrentObjective |
byte | CurrentRound |
name | DefenderWinRound[2] |
name | DrawGameSound |
ASCinematic_SceneManager | EndCinematic |
byte | FirstAttackingTeam |
vehicle | KeyVehicle |
GameObjective | LastDisabledObjective |
int | MaxRounds |
name | NewRoundSound |
int | ReinforcementsCount |
int | ReinforcementsFreq |
int | ReinforcementsValidTime |
int | RoundStartTime |
Array<PlayerSpawnManager> | SpawnManagers |
int | SuccessfulAssaultTimeLimit |
ASGameInfo | |
int | PracticeTimeLimit |
int | RoundLimit |
int | RoundTimeLimit |
LoadingHints | |
array<string> | ASHints |
Enumerations Summary | ||
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ERER_Reason ERER_AttackersWin, ERER_AttackersLose, |
Functions Summary | ||
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bool | AcceptPlayInfoProperty (string PropertyName)) | |
AddDefaultInventory (pawn PlayerPawn )) | ||
int | AdjustDestroyObjectiveDamage (int Damage, Controller InstigatedBy, GameObjective GO )) | |
bool | AllowMutator (string MutatorClassName )) | |
bool | AllowTransloc ())) | |
AnnounceNextObjective (GameObjective NewObjective )) | ||
AnnounceScore (int ScoringTeam )) | ||
BeginNewPairOfRounds ())) | ||
BeginRound ())) | ||
BeginState ())) MPOutroCinematic | ||
BeginState ())) SPIntroCinematic | ||
BroadCast_AssaultRole_Message (PlayerController C )) | ||
bool | CanDisableObjective (GameObjective GO )) | |
bool | CanDisableObjective (GameObjective GO )) SPIntroCinematic | |
bool | CheckEndGame (PlayerReplicationInfo Winner, string Reason)) | |
bool | CheckObjectivePriority (GameObjective GO)) | |
CheckReady ())) | ||
bool | CriticalPlayer (Controller Other)) | |
DebugShowSpawnAreas ())) | ||
DisableNextObjective ())) | ||
DiscardInventory (Pawn Other )) | ||
bool | DivertSpaceFighter ())) | |
EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason)) | ||
EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason)) MatchOver | ||
EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason) PendingMatch | ||
EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason) SPIntroCinematic | ||
EndState ())) MPOutroCinematic | ||
EndState ())) SPIntroCinematic | ||
FillPlayInfo (PlayInfo PlayInfo)) | ||
FindNewObjectives (GameObjective DisabledObjective)) | ||
NavigationPoint | FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName )) | |
GameObjectDropped (Decoration D )) | ||
array<string> | GetAllLoadHints (optional bool bThisClassOnly)) | |
int | GetAttackingTeam ())) | |
GameObjective | GetCurrentObjective ())) | |
class<Pawn> | GetDefaultPlayerClass (Controller C)) | |
int | GetDefenderNum ())) | |
string | GetDescriptionText (string PropName)) | |
byte | GetPairOfRoundWinner ())) | |
GetServerDetails (out ServerResponseLine ServerState)) | ||
HighlightCurrentPhysicalObjectives ())) | ||
InitGame (string Options, out string Error )) | ||
InitGameReplicationInfo ())) | ||
bool | IsAttackingTeam (int TeamNumber)) | |
bool | IsPlaying ())) | |
bool | IsPlaying ())) MatchInProgress | |
bool | IsPlayingIntro ())) | |
bool | IsPlayingIntro ())) SPIntroCinematic | |
bool | IsPracticeRound ())) | |
Killed (Controller Killer, Controller Killed, Pawn KilledPawn, class | ||
KillEvent (string Killtype, PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> Damage)) | ||
PlayerController | Login (string Portal, string Options, out string Error
)) | |
Logout (Controller Exiting)) | ||
bool | NeverAllowTransloc ())) | |
NewRound ())) | ||
NewSpawnAreaEnabled (bool bDefenders )) | ||
NoTranslocatorKeyPressed (PlayerController PC )) | ||
ObjectiveDisabled (GameObjective DisabledObjective )) | ||
PlayEndOfMatchMessage ())) | ||
bool | PlayerCanRestart (PlayerController aPlayer )) MatchInProgress | |
bool | PlayerCanRestartGame (PlayerController aPlayer )) MatchInProgress | |
bool | PlayerCanRestartGame (PlayerController aPlayer )) MPOutroCinematic | |
PossessPawn (Controller C, Pawn P )) | ||
PostBeginPlay ())) | ||
PracticeRoundEnded ())) | ||
PrecacheGameAnnouncements (AnnouncerVoice V, bool bRewardSounds)) | ||
QueueAnnouncerSound (name ASound, byte AnnouncementLevel, byte Team, optional AnnouncerQueueManager.EAPriority Priority, optional byte Switch )) | ||
float | RatePlayerStart (NavigationPoint N, byte Team, Controller Player)) | |
int | ReduceDamage (int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class | |
Reset ())) | ||
ResetLevel ())) | ||
RespawnPlayer (Controller C, optional bool bClearSpecials )) | ||
RestartPlayer (Controller aPlayer )) | ||
SceneAbort ())) SPIntroCinematic | ||
SceneEnded (SceneManager SM, Actor Other )) MPOutroCinematic | ||
SceneEnded (SceneManager SM, Actor Other )) SPIntroCinematic | ||
SceneStarted (SceneManager SM, Actor Other )) | ||
SceneStarted (SceneManager SM, Actor Other )) SPIntroCinematic | ||
ScoreEvent (PlayerReplicationInfo Who, float Points, string Desc)) | ||
ScoreObjective (PlayerReplicationInfo Scorer, float Score )) | ||
SetPairOfRoundWinner ())) | ||
ShowPathTo (PlayerController P, int TeamNum)) | ||
bool | SpawnAndPossessPawn (Controller C, String PawnClassName)) | |
float | SpawnWait (AIController B)) MatchInProgress | |
SpecialEvent (PlayerReplicationInfo Who, string Desc)) | ||
StartMatch ())) | ||
StartNewRound ())) | ||
TeamScoreEvent (int Team, float Points, string Desc)) | ||
TeleportPlayerToSpawn (Controller C )) | ||
Timer ())) MatchInProgress | ||
TweakSkill (Bot B)) | ||
UpdateAnnouncements ())) | ||
UpdateObjectiveProgression (GameObjective DisabledObjective )) | ||
int | VehicleScoreKill (Controller Killer, Controller Killed, Vehicle DestroyedVehicle, out string KillInfo )) | |
WeakObjectives ())) |
Inherited Functions from XGame.xTeamGame |
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PrecacheGameStaticMeshes, PrecacheGameTextures |
States Summary |
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MatchInProgress Source code |
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state MatchInProgress |
IsPlaying, PlayerCanRestart, PlayerCanRestartGame, SpawnWait, Timer |
MatchOver Source code |
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state MatchOver |
EndRound |
MPOutroCinematic Source code |
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state MPOutroCinematic |
BeginState, EndState, PlayerCanRestartGame, SceneEnded |
PendingMatch Source code |
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auto state PendingMatch |
EndRound |
SPIntroCinematic Source code |
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state SPIntroCinematic |
BeginState, CanDisableObjective, EndRound, EndState, IsPlayingIntro, SceneAbort, SceneEnded, SceneStarted |
Constants Detail |
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Variables Detail |
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Enumerations Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { DeathMessageClass=class'XGame.xDeathMessage' DefaultEnemyRosterClass="xGame.xTeamRoster" ScreenShotName="UT2004Thumbnails.AssaultShots" DecoTextName="XGame.TeamGame" MutatorClass="UT2K4Assault.ASMutator" HUDType="UT2k4Assault.HUD_Assault" ScoreBoardType="UT2k4Assault.ScoreBoard_Assault" DefaultPlayerClassName="xGame.xPawn" MapListType="UT2k4Assault.ASMapList" GameReplicationInfoClass=class'ASGameReplicationInfo' TeamAIType(0)=class'UT2k4Assault.ASTeamAI' TeamAIType(1)=class'UT2k4Assault.ASTeamAI' bAllowVehicles=true bSkipPlaySound=true bTeamScoreRounds=true bAllowTrans=false bDefaultTranslocator=false bSpawnInTeamArea=true bScoreTeamKills=false bWeaponStay=true BeaconName="AS" GameName="Assault" MapPrefix="AS" Acronym="AS" SpawnProtectionTime=+3.0 GoalScore=0 RoundLimit=1 CurrentRound=0 RoundTimeLimit=10 PracticeTimeLimit=60 ResetTimeDelay=8 ADR_Kill=2.0 ReinforcementsFreq=7 ReinforcementsValidTime=3 NetWait=15 DrawGameSound=Draw_Game NewRoundSound=New_assault_in AttackerWinRound(0)=Red_team_attacked AttackerWinRound(1)=Blue_team_attacked DefenderWinRound(0)=Red_team_defended DefenderWinRound(1)=Blue_team_defended HUDSettingsMenu="GUI2K4.CustomHUDMenuAssault" ASPropDescText(0)="Number of pair of rounds (Attack and defense) for this match." ASPropDescText(1)="Specifies how long each round lasts." ASPropDescText(2)="Specifies how much time there is between each round." ASPropDescText(3)="Specifies time between reinforcements spawning." ASPropDescText(4)="Specifies how much time lasts the online practice round. (In seconds)" ASPropsDisplayText(0)="Pair of Rounds" ASPropsDisplayText(1)="Round Time Limit" ASPropsDisplayText(2)="Reset Countdown" ASPropsDisplayText(3)="Reinforcements Time" ASPropsDisplayText(4)="Practice Time" TeammateBoost=+0.25 Description="In each round, one team takes the role of the attacker, while the other team defends, in recreations of famous (or infamous) scenarios. After a pair of rounds, the most successful attacking team scores a point." ASHints(0)="A waypoint on the HUD indicates the location of an objective." ASHints(1)="Be on the look out for HUD warnings and alarm sounds when an objective is in danger." ASHints(2)="When a new spawn area has been enabled, Press %SWITCHWEAPON 10% to teleport to it instantly." ASHints(3)="Press %BASEPATH 0% or %BASEPATH 1% to highlight the current objective, show a path to it, and slide out the objective list." ASHints(4)="Monitor the respawn countdown to know when to expect backups." ASHints(5)="Some weapons are better at destroying enemy Spider Mines than others." ASHints(6)="You can be hurt or killed by vehicles exploding near you." ASHints(7)="You can heal a friendly vehicle with the Link Gun alt-fire." ASHints(8)="If you die, any Spider Mines or Grenades you fired will explode." ASHints(9)="The green light on top of the weapon lockers indicates that additional ammo is available at that locker." ASHints(10)="All turrets can zoom in by pressing %MOVEFORWARD% and zoom out by pressing %MOVEBACKWARD%." ASHints(11)="Link turrets have the same properties as the Link Gun." ASHints(12)="The Ion Cannon and Ion Plasma Tank, while charging up, indicate their target with a laser beam." ASHints(13)="You can switch between remote controlled turrets by pressing %NEXTWEAPON% and %PREVWEAPON%." ASHints(14)="In a SpaceFighter, you can cycle through targets by pressing %NEXTWEAPON% and %PREVWEAPON%." ASHints(15)="Various trophies can be obtained by destroying a key vehicle (or turret), completing an objective, or successfully attacking." ASHints(16)="A trophy is given to the player completing an objective, but the points reward is shared between all contributors." ASHints(17)="Press %TOGGLEBEHINDVIEW% to switch between 1st and 3rd person view in vehicles." } |
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