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UT2k4Assault.ASGameInfo

Extends
xTeamGame
Modifiers
config

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.GameInfo
         |   
         +-- UnrealGame.UnrealMPGameInfo
            |   
            +-- UnrealGame.DeathMatch
               |   
               +-- UnrealGame.TeamGame
                  |   
                  +-- XGame.xTeamGame
                     |   
                     +-- UT2k4Assault.ASGameInfo

Constants Summary
ASPROPNUM=5
Inherited Contants from UnrealGame.TeamGame
TGPROPNUM

Variables Summary
stringASPropDescText[ASPROPNUM]
stringASPropsDisplayText[ASPROPNUM]
nameAttackerWinRound[2]
boolbDisableReinforcements
boolbWeakObjectives
byteCurrentAttackingTeam
SceneManagerCurrentMatineeScene
GameObjectiveCurrentObjective
byteCurrentRound
nameDefenderWinRound[2]
nameDrawGameSound
ASCinematic_SceneManagerEndCinematic
byteFirstAttackingTeam
vehicleKeyVehicle
GameObjectiveLastDisabledObjective
intMaxRounds
nameNewRoundSound
intReinforcementsCount
intReinforcementsFreq
intReinforcementsValidTime
intRoundStartTime
Array<PlayerSpawnManager>SpawnManagers
intSuccessfulAssaultTimeLimit
ASGameInfo
intPracticeTimeLimit
intRoundLimit
intRoundTimeLimit
LoadingHints
array<string>ASHints
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]

Enumerations Summary
ERER_Reason
ERER_AttackersWin, ERER_AttackersLose,

Functions Summary
eventbool AcceptPlayInfoProperty (string PropertyName))
function AddDefaultInventory (pawn PlayerPawn ))
functionint AdjustDestroyObjectiveDamage (int Damage, Controller InstigatedBy, GameObjective GO ))
functionbool AllowMutator (string MutatorClassName ))
functionbool AllowTransloc ()))
function AnnounceNextObjective (GameObjective NewObjective ))
function AnnounceScore (int ScoringTeam ))
function BeginNewPairOfRounds ()))
function BeginRound ()))
function BeginState ()))
MPOutroCinematic
function BeginState ()))
SPIntroCinematic
function BroadCast_AssaultRole_Message (PlayerController C ))
functionbool CanDisableObjective (GameObjective GO ))
functionbool CanDisableObjective (GameObjective GO ))
SPIntroCinematic
functionbool CheckEndGame (PlayerReplicationInfo Winner, string Reason))
functionbool CheckObjectivePriority (GameObjective GO))
function CheckReady ()))
functionbool CriticalPlayer (Controller Other))
function DebugShowSpawnAreas ()))
function DisableNextObjective ()))
function DiscardInventory (Pawn Other ))
functionbool DivertSpaceFighter ()))
function EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason))
function EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason))
MatchOver
function EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason)
PendingMatch
function EndRound (ERER_Reason RoundEndReason, Pawn Instigator, String Reason)
SPIntroCinematic
function EndState ()))
MPOutroCinematic
function EndState ()))
SPIntroCinematic
function FillPlayInfo (PlayInfo PlayInfo))
function FindNewObjectives (GameObjective DisabledObjective))
functionNavigationPoint FindPlayerStart (Controller Player, optional byte InTeam, optional string incomingName ))
function GameObjectDropped (Decoration D ))
functionarray<string> GetAllLoadHints (optional bool bThisClassOnly))
functionint GetAttackingTeam ()))
functionGameObjective GetCurrentObjective ()))
functionclass<PawnGetDefaultPlayerClass (Controller C))
functionint GetDefenderNum ()))
eventstring GetDescriptionText (string PropName))
functionbyte GetPairOfRoundWinner ()))
function GetServerDetails (out ServerResponseLine ServerState))
function HighlightCurrentPhysicalObjectives ()))
event InitGame (string Options, out string Error ))
function InitGameReplicationInfo ()))
functionbool IsAttackingTeam (int TeamNumber))
functionbool IsPlaying ()))
functionbool IsPlaying ()))
MatchInProgress
functionbool IsPlayingIntro ()))
functionbool IsPlayingIntro ()))
SPIntroCinematic
functionbool IsPracticeRound ()))
function Killed (Controller Killer, Controller Killed, Pawn KilledPawn, class damageType ))
function KillEvent (string Killtype, PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> Damage))
eventPlayerController Login (string Portal, string Options, out string Error ))
function Logout (Controller Exiting))
functionbool NeverAllowTransloc ()))
function NewRound ()))
event NewSpawnAreaEnabled (bool bDefenders ))
event NoTranslocatorKeyPressed (PlayerController PC ))
function ObjectiveDisabled (GameObjective DisabledObjective ))
function PlayEndOfMatchMessage ()))
functionbool PlayerCanRestart (PlayerController aPlayer ))
MatchInProgress
functionbool PlayerCanRestartGame (PlayerController aPlayer ))
MatchInProgress
functionbool PlayerCanRestartGame (PlayerController aPlayer ))
MPOutroCinematic
function PossessPawn (Controller C, Pawn P ))
function PostBeginPlay ()))
function PracticeRoundEnded ()))
function PrecacheGameAnnouncements (AnnouncerVoice V, bool bRewardSounds))
function QueueAnnouncerSound (name ASound, byte AnnouncementLevel, byte Team, optional AnnouncerQueueManager.EAPriority Priority, optional byte Switch ))
functionfloat RatePlayerStart (NavigationPoint N, byte Team, Controller Player))
functionint ReduceDamage (int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class DamageType ))
function Reset ()))
function ResetLevel ()))
function RespawnPlayer (Controller C, optional bool bClearSpecials ))
function RestartPlayer (Controller aPlayer ))
event SceneAbort ()))
SPIntroCinematic
event SceneEnded (SceneManager SM, Actor Other ))
MPOutroCinematic
event SceneEnded (SceneManager SM, Actor Other ))
SPIntroCinematic
event SceneStarted (SceneManager SM, Actor Other ))
event SceneStarted (SceneManager SM, Actor Other ))
SPIntroCinematic
function ScoreEvent (PlayerReplicationInfo Who, float Points, string Desc))
function ScoreObjective (PlayerReplicationInfo Scorer, float Score ))
function SetPairOfRoundWinner ()))
function ShowPathTo (PlayerController P, int TeamNum))
functionbool SpawnAndPossessPawn (Controller C, String PawnClassName))
functionfloat SpawnWait (AIController B))
MatchInProgress
function SpecialEvent (PlayerReplicationInfo Who, string Desc))
function StartMatch ()))
function StartNewRound ()))
function TeamScoreEvent (int Team, float Points, string Desc))
function TeleportPlayerToSpawn (Controller C ))
function Timer ()))
MatchInProgress
function TweakSkill (Bot B))
function UpdateAnnouncements ()))
function UpdateObjectiveProgression (GameObjective DisabledObjective ))
functionint VehicleScoreKill (Controller Killer, Controller Killed, Vehicle DestroyedVehicle, out string KillInfo ))
function WeakObjectives ()))
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
IsPlaying, PlayerCanRestart, PlayerCanRestartGame, SpawnWait, Timer
MatchOver Source code
state MatchOver
EndRound
MPOutroCinematic Source code
state MPOutroCinematic
BeginState, EndState, PlayerCanRestartGame, SceneEnded
PendingMatch Source code
auto state PendingMatch
EndRound
SPIntroCinematic Source code
state SPIntroCinematic
BeginState, CanDisableObjective, EndRound, EndState, IsPlayingIntro, SceneAbort, SceneEnded, SceneStarted


Constants Detail

ASPROPNUM Source code

const ASPROPNUM = 5;


Variables Detail

ASPropDescText[ASPROPNUM] Source code

var localized string ASPropDescText[ASPROPNUM];

ASPropsDisplayText[ASPROPNUM] Source code

var localized string ASPropsDisplayText[ASPROPNUM];

AttackerWinRound[2] Source code

var name AttackerWinRound[2];

bDisableReinforcements Source code

var bool bDisableReinforcements;

bWeakObjectives Source code

var bool bWeakObjectives;

CurrentAttackingTeam Source code

var byte CurrentAttackingTeam;

CurrentMatineeScene Source code

var SceneManager CurrentMatineeScene;

CurrentObjective Source code

var GameObjective CurrentObjective;

CurrentRound Source code

var byte CurrentRound;

DefenderWinRound[2] Source code

var name DefenderWinRound[2];

DrawGameSound Source code

var name DrawGameSound;

EndCinematic Source code

var ASCinematic_SceneManager EndCinematic;

FirstAttackingTeam Source code

var byte FirstAttackingTeam;

KeyVehicle Source code

var vehicle KeyVehicle;

LastDisabledObjective Source code

var GameObjective LastDisabledObjective;

MaxRounds Source code

var int MaxRounds;

NewRoundSound Source code

var name NewRoundSound;

ReinforcementsCount Source code

var int ReinforcementsCount;

ReinforcementsFreq Source code

var config int ReinforcementsFreq;

ReinforcementsValidTime Source code

var int ReinforcementsValidTime;

RoundStartTime Source code

var int RoundStartTime;

SpawnManagers Source code

var Array<PlayerSpawnManager> SpawnManagers;

SuccessfulAssaultTimeLimit Source code

var int SuccessfulAssaultTimeLimit;

ASGameInfo

PracticeTimeLimit Source code

var(ASGameInfo) config int PracticeTimeLimit;

RoundLimit Source code

var(ASGameInfo) config int RoundLimit;

RoundTimeLimit Source code

var(ASGameInfo) config int RoundTimeLimit;

LoadingHints

ASHints Source code

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


Enumerations Detail

ERER_Reason Source code

enum ERER_Reason
{
ERER_AttackersWin, ERER_AttackersLose,
};


Functions Detail

AcceptPlayInfoProperty Source code

static event bool AcceptPlayInfoProperty ( string PropertyName) )

AddDefaultInventory Source code

function AddDefaultInventory ( pawn PlayerPawn ) )

AdjustDestroyObjectiveDamage Source code

function int AdjustDestroyObjectiveDamage ( int Damage, Controller InstigatedBy, GameObjective GO ) )

AllowMutator Source code

static function bool AllowMutator ( string MutatorClassName ) )

AllowTransloc Source code

function bool AllowTransloc ( ) )

AnnounceNextObjective Source code

function AnnounceNextObjective ( GameObjective NewObjective ) )

AnnounceScore Source code

function AnnounceScore ( int ScoringTeam ) )

BeginNewPairOfRounds Source code

function BeginNewPairOfRounds ( ) )

BeginRound Source code

function BeginRound ( ) )

BeginState MPOutroCinematic Source code

function BeginState ( ) )

BeginState SPIntroCinematic Source code

function BeginState ( ) )

BroadCast_AssaultRole_Message Source code

function BroadCast_AssaultRole_Message ( PlayerController C ) )

CanDisableObjective Source code

function bool CanDisableObjective ( GameObjective GO ) )

CanDisableObjective SPIntroCinematic Source code

function bool CanDisableObjective ( GameObjective GO ) )

CheckEndGame Source code

function bool CheckEndGame ( PlayerReplicationInfo Winner, string Reason) )

CheckObjectivePriority Source code

function bool CheckObjectivePriority ( GameObjective GO) )

CheckReady Source code

function CheckReady ( ) )

CriticalPlayer Source code

function bool CriticalPlayer ( Controller Other) )

DebugShowSpawnAreas Source code

function DebugShowSpawnAreas ( ) )

DisableNextObjective Source code

function DisableNextObjective ( ) )

DiscardInventory Source code

function DiscardInventory ( Pawn Other ) )

DivertSpaceFighter Source code

function bool DivertSpaceFighter ( ) )

EndRound Source code

function EndRound ( ERER_Reason RoundEndReason, Pawn Instigator, String Reason) )

EndRound MatchOver Source code

function EndRound ( ERER_Reason RoundEndReason, Pawn Instigator, String Reason) )

EndRound PendingMatch Source code

function EndRound ( ERER_Reason RoundEndReason, Pawn Instigator, String Reason )

EndRound SPIntroCinematic Source code

function EndRound ( ERER_Reason RoundEndReason, Pawn Instigator, String Reason )

EndState MPOutroCinematic Source code

function EndState ( ) )

EndState SPIntroCinematic Source code

function EndState ( ) )

FillPlayInfo Source code

static function FillPlayInfo ( PlayInfo PlayInfo) )

FindNewObjectives Source code

function FindNewObjectives ( GameObjective DisabledObjective) )

FindPlayerStart Source code

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

GameObjectDropped Source code

function GameObjectDropped ( Decoration D ) )

GetAllLoadHints Source code

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

GetAttackingTeam Source code

function int GetAttackingTeam ( ) )

GetCurrentObjective Source code

function GameObjective GetCurrentObjective ( ) )

GetDefaultPlayerClass Source code

function class<Pawn> GetDefaultPlayerClass ( Controller C) )

GetDefenderNum Source code

function int GetDefenderNum ( ) )

GetDescriptionText Source code

static event string GetDescriptionText ( string PropName) )

GetPairOfRoundWinner Source code

function byte GetPairOfRoundWinner ( ) )

GetServerDetails Source code

function GetServerDetails ( out ServerResponseLine ServerState) )

HighlightCurrentPhysicalObjectives Source code

function HighlightCurrentPhysicalObjectives ( ) )

InitGame Source code

event InitGame ( string Options, out string Error ) )

InitGameReplicationInfo Source code

function InitGameReplicationInfo ( ) )

IsAttackingTeam Source code

function bool IsAttackingTeam ( int TeamNumber) )

IsPlaying Source code

function bool IsPlaying ( ) )

IsPlaying MatchInProgress Source code

function bool IsPlaying ( ) )

IsPlayingIntro Source code

function bool IsPlayingIntro ( ) )

IsPlayingIntro SPIntroCinematic Source code

function bool IsPlayingIntro ( ) )

IsPracticeRound Source code

function bool IsPracticeRound ( ) )

Killed Source code

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

KillEvent Source code

function KillEvent ( string Killtype, PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> Damage) )

Login Source code

event PlayerController Login ( string Portal, string Options, out string Error ) )

Logout Source code

function Logout ( Controller Exiting) )

NeverAllowTransloc Source code

static function bool NeverAllowTransloc ( ) )

NewRound Source code

exec function NewRound ( ) )

NewSpawnAreaEnabled Source code

event NewSpawnAreaEnabled ( bool bDefenders ) )

NoTranslocatorKeyPressed Source code

event NoTranslocatorKeyPressed ( PlayerController PC ) )

ObjectiveDisabled Source code

function ObjectiveDisabled ( GameObjective DisabledObjective ) )

PlayEndOfMatchMessage Source code

function PlayEndOfMatchMessage ( ) )

PlayerCanRestart MatchInProgress Source code

function bool PlayerCanRestart ( PlayerController aPlayer ) )

PlayerCanRestartGame MatchInProgress Source code

function bool PlayerCanRestartGame ( PlayerController aPlayer ) )

PlayerCanRestartGame MPOutroCinematic Source code

function bool PlayerCanRestartGame ( PlayerController aPlayer ) )

PossessPawn Source code

function PossessPawn ( Controller C, Pawn P ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PracticeRoundEnded Source code

function PracticeRoundEnded ( ) )

PrecacheGameAnnouncements Source code

static function PrecacheGameAnnouncements ( AnnouncerVoice V, bool bRewardSounds) )

QueueAnnouncerSound Source code

function QueueAnnouncerSound ( name ASound, byte AnnouncementLevel, byte Team, optional AnnouncerQueueManager.EAPriority Priority, optional byte Switch ) )

RatePlayerStart Source code

function float RatePlayerStart ( NavigationPoint N, byte Team, Controller Player) )

ReduceDamage Source code

function int ReduceDamage ( int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType ) )

Reset Source code

function Reset ( ) )

ResetLevel Source code

function ResetLevel ( ) )

RespawnPlayer Source code

function RespawnPlayer ( Controller C, optional bool bClearSpecials ) )

RestartPlayer Source code

function RestartPlayer ( Controller aPlayer ) )

SceneAbort SPIntroCinematic Source code

event SceneAbort ( ) )

SceneEnded MPOutroCinematic Source code

event SceneEnded ( SceneManager SM, Actor Other ) )

SceneEnded SPIntroCinematic Source code

event SceneEnded ( SceneManager SM, Actor Other ) )

SceneStarted Source code

event SceneStarted ( SceneManager SM, Actor Other ) )

SceneStarted SPIntroCinematic Source code

event SceneStarted ( SceneManager SM, Actor Other ) )

ScoreEvent Source code

function ScoreEvent ( PlayerReplicationInfo Who, float Points, string Desc) )

ScoreObjective Source code

function ScoreObjective ( PlayerReplicationInfo Scorer, float Score ) )

SetPairOfRoundWinner Source code

function SetPairOfRoundWinner ( ) )

ShowPathTo Source code

function ShowPathTo ( PlayerController P, int TeamNum) )

SpawnAndPossessPawn Source code

function bool SpawnAndPossessPawn ( Controller C, String PawnClassName) )

SpawnWait MatchInProgress Source code

function float SpawnWait ( AIController B) )

SpecialEvent Source code

function SpecialEvent ( PlayerReplicationInfo Who, string Desc) )

StartMatch Source code

function StartMatch ( ) )

StartNewRound Source code

function StartNewRound ( ) )

TeamScoreEvent Source code

function TeamScoreEvent ( int Team, float Points, string Desc) )

TeleportPlayerToSpawn Source code

function TeleportPlayerToSpawn ( Controller C ) )

Timer MatchInProgress Source code

function Timer ( ) )

TweakSkill Source code

function TweakSkill ( Bot B) )

UpdateAnnouncements Source code

simulated function UpdateAnnouncements ( ) )

UpdateObjectiveProgression Source code

function UpdateObjectiveProgression ( GameObjective DisabledObjective ) )

VehicleScoreKill Source code

function int VehicleScoreKill ( Controller Killer, Controller Killed, Vehicle DestroyedVehicle, out string KillInfo ) )

WeakObjectives Source code

function WeakObjectives ( ) )


Defaultproperties

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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Creation time: Do 14.8.2014 09:57:59.398 - Created with UnCodeX