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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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