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/** * Base class for all Domination type games. * * Writen by Brian 'Snake' Alexander aka 'Wr@ith' ( sw_snakepliskin at hotmail.com ) * Copyright(c) 2007-2010 All Rights Reserved. */ class UTDomGame extends UTMT_TeamGame config(Dom) abstract; `include(UTDom.uci) var const string DOMVer; /** Maximum number of Teams ever allowed. */ const MaxTeamsAllowed = 4; /** Maximum number of ControlPoints ever allowed (MaxControlPoints is clamped to this in initgame(). */ var const byte MaxControlPointsAllowed; /** TRUE=use only the control points that are named for the specified map in the maplist. @note when playing DDOM there must only be 2 entries in the ControlPoints list. Any more or less, will make it not work for playing DDOM */ var() config bool bUseMapList; /** Admin config setting to use the Translocator or not. */ var() config bool bUseTranslocator; /** Makes the Translocator to be Unlimited. */ var() config bool bUnlimitedTranslocator; /** Use the Hoverboard instead of the Translocator. Overrides any enabled Translocator setting. */ var() config bool bUseHoverboard; /** Makes all Vehicle neutral, does not lock then for a team. */ var() config bool bUnlockedVehicles; /** Allows players to capture control points when in a vehicle */ var() config bool bVehiclesCanCapturePoints; /** admin config Number of Teams to use. The Value is duplicated to NumTeams parameter. hack needed for the WebAdmin settings because the NumTeams is not config. */ var() config byte NumOfTeams; /** Maximum number of ControlPoints allowed by this server. (Does not add any ControlPoints to a map) if MaxControlPoints value is greater then the # of ControlPoints in the map, no change. */ var() config byte MaxControlPoints; /** class of the 'unlimited' use type of translocator */ var() class<Inventory> UnlimitedTranslocatorClass; /** The domination points in the level that are being used in play */ var array<ControlPoint> CDomPoints; /** cached array of the ControlPointFactory in the map */ var array<ControlPointFactory> CPF; /** Controls what class type of DominationObjective will be spawned by the maps DominationFactory actors */ var class<ControlPoint> ControlPointType[2]; struct EMapList { /** The full map name without the file extension (i.e. DOM-MyMapName do NOT USE: DOM-MyMapName.ut3 ) */ var() string MapName; /** Allows for multiple configurations per map. ONLY one entry per map should be enabled! */ var() bool bEnabled; /** List of Control Points found in the MapName map to use in game play. All other Control Points will be removed from play. */ var() array<string> ControlPoints; }; /** If bUseMapList=TRUE the game will check if the current map is on this list and bEnabled=TRUE for that map, then only allow ControlPoints that ObjectiveName||PointNames~= the ControlPoints entrys. All other ControlPoints not on this list will be disabled and removed from play. */ var() config array<EMapList> MapList; /** Display a menu for the player to select the team they want to join at login */ var() config bool bShowPickTeamAtLogin; /** ----- Internal Game Flags ----- */ var const bool bDDOMGame; /** cached # of the CDomPoints.Length */ var transient int iCP; /** This is so that we can keep a value out of a static event */ var config transient string CurrentMapName; /** GetMatchSettings Kismet events */ var array<SequenceObject> GMSEvents; var UTUIScene MidGameMenuTemplates[3]; event InitGame(string Options, out string ErrorMessage) { local string InOpt; NumOfTeams = Clamp(GetIntOption( Options, "NumOfTeams", NumOfTeams ), MinTeams, MaxTeams); NumTeams = NumOfTeams; if ( !WorldInfo.IsConsoleBuild() ) { if (NumOfTeams == 4) { MidGameMenuTemplate=UTUIScene_MidGameMenu'UI_UT3Dom.Menus.DomMidGameMenu'; } else if (NumOfTeams == 3) { MidGameMenuTemplate=UTUIScene_MidGameMenu'UI_UT3Dom.Menus.DomMidGameMenu3'; } else { MidGameMenuTemplate=UTUIScene_MidGameMenu'UI_UT3Dom.Menus.DomMidGameMenu2'; } } super.InitGame(Options, ErrorMessage); InOpt = ParseOption(Options, "bUseMapList"); if (InOpt != "") { bUseMapList = bool(InOpt); } InOpt = ParseOption(Options, "bUseTranslocator"); if (InOpt != "") { bUseTranslocator = bool(InOpt); } InOpt = ParseOption(Options, "bUnlimitedTranslocator"); if (InOpt != "") { bUnlimitedTranslocator = bool(InOpt); } InOpt = ParseOption(Options, "bUseHoverboard"); if (InOpt != "") { bUseHoverboard = bool(InOpt); } InOpt = ParseOption(Options, "bUnlockedVehicles"); if (InOpt != "") { bUnlockedVehicles = bool(InOpt); } InOpt = ParseOption(Options, "bVehiclesCanCapturePoints"); if (InOpt != "") { bVehiclesCanCapturePoints = bool(InOpt); } InOpt = ParseOption(Options, "bShowPickTeamAtLogin"); if (InOpt != "") { bShowPickTeamAtLogin = bool(InOpt); } // The MaxControlPoints is not used when playing DoubleDom games. Two ControlPoints are required, no more, no less. if ( !bDDOMGame ) { MaxControlPoints = Clamp(GetIntOption(Options, "MaxControlPoints", MaxControlPoints),1,MaxControlPointsAllowed); } WriteStartUpLogMessage(); FindControlPointFactory(); `Warn(" ###### Level doesn't have any ControlPointFactory! ###### ",(CPF.Length == 0)); } /** * This is a work around the bug in WorldInfo.GetMapName(bIncludePrefix) not returning the Map * Prefix along with the map name. Instead it returns the Friendly Map name and we dont want that. */ static event class<GameInfo> SetGameType(string MapName, string Options) { default.CurrentMapName = MapName; return super.SetGameType(MapName,Options); } /** * replicate bPickTeamAtLogin to clients */ function InitGameReplicationInfo() { Super.InitGameReplicationInfo(); if (WorldInfo.GRI != None && DomGameReplicationInfo(WorldInfo.GRI) != none) DomGameReplicationInfo(WorldInfo.GRI).bPickTeamAtLogin = bShowPickTeamAtLogin; } /** * Returns whether a mutator should be allowed with this gametype */ static function bool AllowMutator( string MutatorClassName ) { if (MutatorClassName ~= "UTGame.UTMutator_NoOrbs") { // No Orbs mutator only for Warfare return False; } return Super.AllowMutator(MutatorClassName); } /** * Finds all the ControlPointFactory actors in the map */ function FindControlPointFactory() { local ControlPointFactory O; foreach AllActors(class'ControlPointFactory', O) { if (O != None) CPF.AddItem(O); } global.SetupControlPointClass(); } /** * Logic to correctly setup the ControlPointFactory actors */ function SetupControlPointClass() { local int i, z; local byte outFound; // check to see if there is a MapList entry if (bUseMapList) { if (IsMapOnMapList(outFound)) { if (outFound >= 0) { z = CPF.Length; for (i=0; i< z; i++) { if (IsControlPointOnMapList(CPF[i], outFound)) CPF[i].ControlPointClass = ControlPointType[0]; else { CPF[i].ControlPointClass = None; CPF.Remove(i,1); } } return; } } } // remove any extra factory otherwise setup the factory to use the correct ControlPointClass z = CPF.Length; for (i=0; i<z; i++) { if (CPF.Length > MaxControlPoints && CPF[i].ControlPointClass != ControlPointType[0]) CPF.Remove(i,1); else CPF[i].ControlPointClass = ControlPointType[0]; } } function WriteStartUpLogMessage() { LogInternal("============================================================================"); LogInternal("[ INITIALIZING a UT3Domination game ..."); LogInternal("[ Version="$DOMVer); `if(`isdefined(DEBUG)) `Log("[ --> DEBUG=TRUE <--"); `endif `if(`isdefined(PLATFORM_PS3)) LogInternal("[ --> PS3 BUILD=TRUE <--"); `endif LogInternal("[ GameClass="$string(Default.class)); LogInternal("[ Settings:"); LogInternal("[ MaxControlPoints="$string(MaxControlPoints)); LogInternal("[ NumTeams/MaxTeams="$string(NumTeams)$"/"$string(MaxTeams)); LogInternal("[ bUseTranslocator="$string(bUseTranslocator)$", bUnlimitedTranslocator="$string(bUnlimitedTranslocator)$", bUseHoverboard="$string(bUseHoverboard)); LogInternal("[ bUnlockedVehicles="$string(bUnlockedVehicles)$", bVehiclesCanCapturePoints="$string(bVehiclesCanCapturePoints)); LogInternal("[ bUseMapList="$string(bUseMapList)$", bShowPickTeamAtLogin="$string(bShowPickTeamAtLogin)); if ( bUseMapList ) LogInternal("[ CurrentMapName="$CurrentMapName); LogInternal("============================================================================"); CrashIfPS3Build(); } /** * If this is the PS3 build of UTDom.u and its being played on the PC * then write to the log and crash the game! */ function CrashIfPS3Build() { `if(`isdefined(PLATFORM_PS3)) if ( !WorldInfo.IsConsoleBuild() ) { LogInternal("============================================================================"); LogInternal("[ ==> WorldInfo.IsConsoleBuild() = TRUE <=="); LogInternal("[ THIS BUILD OF UTDom.u IS FOR THE PS3 ONLY!"); LogInternal("[ NOT FOR USE ON THE PC"); LogInternal("============================================================================"); LogInternal("[ ==> WorldInfo.IsConsoleBuild() = TRUE <=="); LogInternal("[ THIS BUILD OF UTDom.u IS FOR THE PS3 ONLY!"); LogInternal("[ NOT FOR USE ON THE PC"); LogInternal("============================================================================"); LogInternal("[ ==> WorldInfo.IsConsoleBuild() = TRUE <=="); LogInternal("[ THIS BUILD OF UTDom.u IS FOR THE PS3 ONLY!"); LogInternal("[ NOT FOR USE ON THE PC"); LogInternal("============================================================================"); LogInternal(" THE GAME WILL NOW SHUT DOWN..."); ConsoleCommand("QUIT"); } `endif } /** * Checks if bUseMapList=TRUE and the current map is on the MapList and bEnabled=TRUE, * Then if the ControlPoint being validated is on the list, allow it. if not on the list or * the number of ControlPoints already in use = MaxControlPoints, then disable it. * * @param CP The ControlPoint in question * @return true if we keep the control point */ function bool ValidateControlPoint(ControlPoint CP) { if (CP == None || (CDomPoints.Length >= MaxControlPoints)) { if (CP != None) CP.DisableThisPoint(); return False; } return True; } /** * @deprecated As of version 1.8 Use IsMapOnMapList() and IsControlPointOnMapList() instead of this. * * Looks up the current map on the MapList. function will return true if * the current map is on the MapList and that entry has bEnabled=TRUE. * bFound will return a value of 1 (bool) if "CP" is found in the * ControlPoints array. */ function bool IsOnMapList(UTGameObjective CP, out byte bFound) { local int i, n; local bool bHasMapEntry; bFound = 0; for (i=0; i < MapList.Length; i++) { if (MapList[i].bEnabled && (MapList[i].MapName != "" && CurrentMapName != "") && (MapList[i].MapName ~= CurrentMapName)) { bHasMapEntry = True; // This map was found in the list, check if the control points is on the list for (n=0; n < MapList[i].ControlPoints.Length; n++) { if (MapList[i].ControlPoints[n] != "" && (MapList[i].ControlPoints[n] ~= CP.GetHumanReadableName() || MapList[i].ControlPoints[n] ~= CP.ObjectiveName)) { bFound = 1; break; } } break; } } return bHasMapEntry; } /** * Checks the MapList if the map being played is on the list. * * @param ListIndex (out) the index of the entry if found * @return true if entry is found */ function bool IsMapOnMapList(out byte ListIndex) { local int i; ListIndex = -1; for (i=0; i < MapList.Length; i++) { if (MapList[i].bEnabled && (MapList[i].MapName != "" && CurrentMapName != "") && (MapList[i].MapName ~= CurrentMapName)) { ListIndex = i; return True; } } return False; } /** * Checks the CP aginst the MapList[].ControlPoints array. * MapList uses the ListIndex as the index location. * * @return If was found in the map list */ function bool IsControlPointOnMapList(UTGameObjective CP, byte ListIndex) { local int n; for (n=0; n < MapList[ListIndex].ControlPoints.Length; n++) { if (MapList[ListIndex].ControlPoints[n] != "") { if (ControlPointFactory(CP) != none && MapList[ListIndex].ControlPoints[n] ~= ControlPointFactory(CP).PointName) return True; if (MapList[ListIndex].ControlPoints[n] ~= CP.GetHumanReadableName() || MapList[ListIndex].ControlPoints[n] ~= CP.ObjectiveName) return True; } } return False; } /** * Add the Control Point to the CDomPoints array. * * @param CP The Control Point to add to the CDomPoints array. * @return Will return FALSE if it was not added to the array sucessfuly. */ function bool RegisterControlPoint(ControlPoint CP) { local int i, Len; if ( !ValidateControlPoint(CP) ) return False; // see if the ControlPoint is already in the array Len = CDomPoints.Length; for (i=0; i<Len; i++ ) { if ( CDomPoints[i] == CP ) return False; } // didn't find it - add this one CDomPoints.AddItem(CP); return True; } /** * Similar to FindControlPointFactory() * In xDomGame based games, Finds all the ControlPointFactory actors in the map */ function FindAllxDomPoints(); /** * This is to correct the MultiTeamAIType array. Apparently the PS3 doesnt like it, if this is not done. */ function PreBeginPlay() { MultiTeamAIType.Length = MaxTeams; super.PreBeginPlay(); } /** * Setup the translocator/hoverboard, then setup the control points, finaly any GetMatchSettings kismet events */ function PostBeginPlay() { local int i; local Sequence GameSequence; if ( !bAllowTranslocator || !bUseTranslocator ) TranslocatorClass = None; else if ( bUseTranslocator ) { bAllowTranslocator = True; if (bUnlimitedTranslocator && UnlimitedTranslocatorClass != None) TranslocatorClass = UnlimitedTranslocatorClass; } if ( bUseHoverboard ) { bAllowTranslocator = False; bAllowHoverboard = bUseHoverboard; } // Find all the ControlPoints if ( bDDOMGame ) FindAllxDomPoints(); else { for (i=0; i < CPF.Length; i++) { if ((CDomPoints.Length < MaxControlPoints) && CPF[i].myControlPoint != None) RegisterControlPoint(CPF[i].myControlPoint); } } super.PostBeginPlay(); CurrentMapName = ""; iCP = CDomPoints.Length; `Warn(" ###### Level doesn't have any ControlPoint's! ###### ",(iCP == 0)); // find and activate any Kismet GetMatchSettings events for the map GameSequence = WorldInfo.GetGameSequence(); if (GameSequence != None) { GameSequence.FindSeqObjectsByClass(class'DOMSeqEvent_GetMatchSettings', true, GMSEvents); if (GMSEvents.Length > 0) { for (i = 0; i < GMSEvents.length; i++) { if (DOMSeqEvent_GetMatchSettings(GMSEvents[i]) != None) DOMSeqEvent_GetMatchSettings(GMSEvents[i]).CheckActivate(self, None); } } } } /** * Logic that handles the scoring during game play */ state MatchInProgress { event Timer() { local int i; local float c; Super.Timer(); if ( !bDDOMGame && !bGameEnded ) { c = 0.2; if (TimeLimit > 0) { if (GameReplicationInfo.RemainingTime < 0.25 * TimeLimit) { if (GameReplicationInfo.RemainingTime < 0.1 * TimeLimit) c = 0.8; else c = 0.4; } } if ( !bPlayersMustBeReady || (CountDown <= 0) ) { for (i=0; i < CDomPoints.Length; i++) { ScoreTeam(i, c); } if (GoalScore > 0) { for (i=0; i < GameReplicationInfo.Teams.Length; i++) { if (GameReplicationInfo.Teams[i] != None && GameReplicationInfo.Teams[i].Score >= GoalScore) EndGame(None, "teamscorelimit"); } } } } } } /** * Award points to the ControllingTeam and to the players * * @param i TeamIndex of the ControllingTeam to award points to * @param c The amount of points being awarded */ function ScoreTeam(int i, float c) { if ( (CDomPoints[i] != None && CDomPoints[i].ControllingTeam != None) && CDomPoints[i].bScoreReady ) { CDomPoints[i].ControllingTeam.Score += c; CDomPoints[i].ControllingTeam.bForceNetUpdate = True; if (CDomPoints[i].HolderPRI != None) { CDomPoints[i].HolderPRI.Score += c; CDomPoints[i].HolderPRI.bForceNetUpdate = True; CheckScore(CDomPoints[i].HolderPRI); } } } /** * Play DominatingVictory if winning team won by 35% or more */ function bool DominatingVictory() { local int WinningTeam, i; local float best, ScorePercent; WinningTeam = GetHighestScoringTeamIndex(); ScorePercent = MultiTeams[WinningTeam].Score * 0.35; for (i=0; i < MultiTeams.Length; i++) { if (i != WinningTeam && MultiTeams[i].Score >= best) best = MultiTeams[i].Score; } best += ScorePercent; return (best <= MultiTeams[WinningTeam].Score); } function PlayRegularEndOfMatchMessage() { local UTPlayerController PC; local int WinningTeam; WinningTeam = GetHighestScoringTeamIndex(); ForEach WorldInfo.AllControllers(class'UTPlayerController', PC) { if (PC.PlayerReplicationInfo.GetTeamNum() == WinningTeam) PC.ClientPlayAnnouncement(VictoryMessageClass, 2); //A_StatusAnnouncer_YouHaveWonTheMatch else PC.ClientPlayAnnouncement(VictoryMessageClass, 3); // A_StatusAnnouncer_YouHaveLostTheMatch } } /** * Reset() - reset actor to initial state - used when restarting level without reloading. */ function Reset() { local int i; local UTPlayerReplicationInfo PRI; Super.Reset(); for (i=0; i < iCP; i++) { CDomPoints[i].ResetPoint(bDDOMGame); } // reset per-life PRI properties for (i = 0; i < GameReplicationInfo.PRIArray.length; i++) { PRI = UTPlayerReplicationInfo(GameReplicationInfo.PRIArray[i]); if (PRI != None) { PRI.Spree = 0; PRI.ResetHero(); PRI.bHasBeenHero = false; } } for (i = 0; i < ArrayCount(Teams); i++) { Teams[i].AI.SetObjectiveLists(); } } /** * ActivateVehicleFactory() * Called by UTVehicleFactory in its PostBeginPlay() * If bUnlockedVehicles=True then unlock all vehicles */ function ActivateVehicleFactory(UTVehicleFactory VF) { if ( bUnlockedVehicles ) VF.bStartNeutral = True; if ( VF.bStartNeutral ) VF.Activate(255); else super.ActivateVehicleFactory(VF); } /** * called in DominationObjective to safely get the current value of bVehiclesCanCapturePoints * * @return the value of bVehiclesCanCapturePoints */ function bool CanVehiclesCanCapturePoints() { return bVehiclesCanCapturePoints; } function UTGameObjective ClosestObjectiveTo(Actor A) { local float Distance, BestDistance; local UTGameObjective Best; local int i; for ( i=0; i<iCP; i++ ) { Distance = VSize(A.Location - CDomPoints[i].HomeBase.Location); if ( (Best == None) || (Distance < BestDistance) ) { BestDistance = Distance; Best = CDomPoints[i].HomeBase; } } return Best; } function ShowPathTo(PlayerController P, int TeamNum) { local UTGameObjective Best; local int i; Best = None; for ( i=0; i<iCP; i++ ) { if (CDomPoints[i].BetterObjectiveThan(Best, TeamNum, P.PlayerReplicationInfo.GetTeamNum())) Best = CDomPoints[i].HomeBase; } if (Best != None && P.FindPathToward(Best, False) != None) Spawn(class'UTWillowWhisp', P,, P.Pawn.Location); } function SetEndGameFocus(PlayerReplicationInfo Winner) { local Controller C; local PlayerReplicationInfo HighestScorer; local UTPawn P; local byte WinnerIndex; local int i, NumOfPawns, BestNumOfPawns; local array<ControlPoint> WinnerTeamCP; local ControlPoint best; if (Winner != None && Winner.Team != None) WinnerIndex = Winner.Team.TeamIndex; else WinnerIndex = GetHighestScoringTeamIndex(); // make a list of all the control points owned by the winning team. for ( i=0; i < CDomPoints.Length; i++ ) { if ((CDomPoints[i].ControllingTeam != None) && (CDomPoints[i].ControllingTeam.TeamIndex == WinnerIndex)) WinnerTeamCP.AddItem(CDomPoints[i]); } // Get the winning teams Highest Scoring player foreach WorldInfo.AllControllers(class'Controller', C) { if (C != None && C.PlayerReplicationInfo != None) { if ( C.bIsPlayer && !C.PlayerReplicationInfo.bOutOfLives && (C.PlayerReplicationInfo.GetTeamNum() == WinnerIndex) && ((HighestScorer == None) || (C.PlayerReplicationInfo.Score >= HighestScorer.Score)) ) { HighestScorer = C.PlayerReplicationInfo; } } } // Find a ControlPoint that is the wining teams, that also has the most players around it. // It looks better when players are near it. if (WinnerTeamCP.Length > 0) { for ( i=0; i < WinnerTeamCP.Length; i++ ) { NumOfPawns = 0; foreach WorldInfo.AllPawns(class'UTPawn', P, WinnerTeamCP[i].Location, 512) { if (P.Controller != None && P.Controller.PlayerReplicationInfo != None) { // Total up the pawn count NumOfPawns++; // if the highest scoring player on the winning team is near a control point, focus on that player. if ((HighestScorer != None) && (P.Controller.PlayerReplicationInfo == HighestScorer)) { EndGameFocus = WinnerTeamCP[i]; break; } } } if ( EndGameFocus != None ) break; else if (best == None || (best != None && NumOfPawns > BestNumOfPawns)) { BestNumOfPawns = NumOfPawns; best = WinnerTeamCP[i]; } } if (EndGameFocus == None) { if (best != None) EndGameFocus = best; else { i = Rand(WinnerTeamCP.Length); EndGameFocus = WinnerTeamCP[i]; } } } if ( EndGameFocus != None ) EndGameFocus.bAlwaysRelevant = True; foreach WorldInfo.AllControllers(class'Controller', C) { C.GameHasEnded(EndGameFocus, (C.PlayerReplicationInfo != None) && (C.PlayerReplicationInfo.Team == GameReplicationInfo.Winner) ); } } /** * Called when a Controller is logout from the game or changes teams. * If there is atleast one teammate left on the team, then the team will continue to be in controll of * the leaving Controllers ControlPoints.If there is no other teammates left on the team after the * player changes teams/logout, then any ControlPoints controlled by the Controller is set back to Neutral. * * @param Other The Controller who is changing teams or is logout */ function ClearControl(Controller Other) { local Controller P; local array<Controller> Pick; local int Num, i; local UTPlayerReplicationInfo PickPRI; // find a teammate if ( Other == None || !Other.bIsPlayer || Other.PlayerReplicationInfo.Team == None || Other.PlayerReplicationInfo.GetTeamNum() > 3 ) return; foreach WorldInfo.AllControllers(class'Controller', P) { if ((P != None && P.PlayerReplicationInfo.Team != None) && P.bIsPlayer && (P != Other) && (P.PlayerReplicationInfo.GetTeamNum() == Other.PlayerReplicationInfo.GetTeamNum()) && (P.PlayerReplicationInfo != Other.PlayerReplicationInfo)) { Pick.AddItem(P); } } if (Pick.Length > 0) { Num = Rand(Pick.Length); if (Pick[Num].PlayerReplicationInfo != None) { PickPRI = UTPlayerReplicationInfo(Pick[Num].PlayerReplicationInfo); for ( i=0; i<CDomPoints.Length; i++ ) { if (CDomPoints[i].HolderPRI == UTPlayerReplicationInfo(Other.PlayerReplicationInfo)) { if (Pick[Num].Pawn != None) CDomPoints[i].ControllingPawn = Pick[Num].Pawn; CDomPoints[i].HolderPRI = PickPRI; CDomPoints[i].UpdateStatus(); } } return; } } // No teammate found, so reset the point PickPRI = None; for ( i=0; i<CDomPoints.Length; i++ ) { if (CDomPoints[i].HolderPRI == UTPlayerReplicationInfo(Other.PlayerReplicationInfo)) CDomPoints[i].ResetPoint(False); } } /** * Return a saved team number if player has one */ function byte PickTeam(byte num, Controller C) { if ( bShowPickTeamAtLogin && ( C != none && C.PlayerReplicationInfo != none && DomPRI(C.PlayerReplicationInfo) != none && !DomPRI(C.PlayerReplicationInfo).bTeamPickerMenuDone ) && ( DomPlayerController(C) != none && DomPlayerController(C).HasSavedTeam() ) ) { return DomPlayerController(C).GetSavedTeamID(GameReplicationInfo.Teams.Length); } return super.PickTeam(num,C); } /** * ChangeTeam() * verify whether controller Other is allowed to change team, and if so change his team by calling SetTeam(). * @param Other: the controller which wants to change teams * @param num: the teamindex of the desired team. If 255, pick the smallest team. * @param bNewTeam: if true, broadcast team change notification */ function bool ChangeTeam(Controller Other, int num, bool bNewTeam) { local UTTeamInfo NewTeam, PendingTeam; local UniqueNetId ZeroNetId; local int i; // no team changes after initial change if single player campaign if ( (SinglePlayerMissionID != -1) && (Other.PlayerReplicationInfo.Team != None) ) return false; // check if only allow team changes before match starts if ( bMustJoinBeforeStart && GameReplicationInfo.bMatchHasBegun ) return false; // don't add spectators to teams if ( Other.IsA('PlayerController') && Other.PlayerReplicationInfo.bOnlySpectator ) { Other.PlayerReplicationInfo.Team = None; return true; } // Give mutators a chance to block team changes if (BaseMutator != none && !BaseMutator.AllowChangeTeam(Other, num, bNewTeam)) return False; //workaround for friend following if (CurrentFriendId != ZeroNetId) { NewTeam = (num < 255) ? MultiTeams[PickFriendTeam(num, Other, CurrentFriendId)] : None; } else { NewTeam = (num < 255) ? MultiTeams[PickTeam(num,Other)] : none; } // check if already on this team if ( Other.PlayerReplicationInfo.Team == NewTeam ) { // may have returned current team if not allowed to switch // if not allowed to switch, set up or complete proposed swap if((num < NumTeams) && (num != NewTeam.TeamIndex) && !bPlayersVsBots && (PlayerController(Other) != none) && (UTTeamInfo(Other.PlayerReplicationInfo.Team) != none) ) { // This is to allow team changes when using the Team Picker and playing offline if ((WorldInfo.NetMode == NM_Standalone) && !bPlayersVsBots && (PlayerController(Other) != none) && (Other.PlayerReplicationInfo.Team != none) ) { i = num; num = Other.PlayerReplicationInfo.Team.TeamIndex + 1; if (num >= GameReplicationInfo.Teams.Length) num = 0; if (MultiTeams[num] != none) { NewTeam = MultiTeams[num]; SetTeam(Other, NewTeam, bNewTeam); return true; } num = i; } // check if swap request is pending if ( PendingTeamSwap != None ) { if ( PendingTeamSwap.bDeleteMe || (WorldInfo.TimeSeconds - SwapRequestTime > 8.0) ) { PendingTeamSwap = None; } else if ( PendingTeamSwap.PlayerReplicationInfo.Team.TeamIndex == num ) { // do the swap! PendingTeam = UTTeamInfo(PendingTeamSwap.PlayerReplicationInfo.Team); if (PendingTeam != None ) { SetTeam(PendingTeamSwap, UTTeamInfo(Other.PlayerReplicationInfo.Team), true); if ( PendingTeamSwap.Pawn != None ) PendingTeamSwap.Pawn.PlayerChangedTeam(); PendingTeamSwap = None; SetTeam(Other, PendingTeam, bNewTeam); return true; } } } // set pending swap request PendingTeamSwap = PlayerController(Other); SwapRequestTime = WorldInfo.TimeSeconds; // broadcast swap request BroadcastLocalizedMessage(class'UTTeamGameMessage', 0, PendingTeamSwap.PlayerReplicationInfo); } return false; } // set the new team for Other SetTeam(Other, NewTeam, bNewTeam); return true; } /** * Logic to display the UI_UT3Dom.DomTeamConfig scene if bShowPickTeamAtLogin is true */ event PostLogin( playercontroller NewPlayer ) { local UTGameReplicationInfo GRI; local DomPlayerController PC; Super.PostLogin(NewPlayer); if ( !WorldInfo.IsConsoleBuild() ) { PC = DomPlayerController(NewPlayer); if (PC != None) { GRI = UTGameReplicationInfo(GameReplicationInfo); if ( GRI != none && PC.PlayerReplicationInfo != none && DomPRI(PC.PlayerReplicationInfo) != none && !PC.PlayerReplicationInfo.bBot && ( bShowPickTeamAtLogin && !DomPRI(PC.PlayerReplicationInfo).bTeamPickerMenuDone ) && !GRI.bStoryMode && !GRI.bMatchHasBegun && (NetWait - PendingMatchElapsedTime > 5) ) { DomPRI(PC.PlayerReplicationInfo).ShowMidGameMenu(true); } } } } function Logout(Controller Exiting) { ClearControl(Exiting); super.Logout(Exiting); } /** * Used to update any changes in game settings that need to be published to * players that are searching for games */ function UpdateGameSettings() { super.UpdateGameSettings(); // Set CONTEXT_GAME_MODE to CONTEXT_GAME_MODE_CUSTOM if (GameSettings != None && GameInterface != None) { GameSettings.SetStringSettingValue(class'UTGameSearchCommon'.const.CONTEXT_GAME_MODE,class'UTGameSearchCommon'.const.CONTEXT_GAME_MODE_CUSTOM, False); GameInterface.UpdateOnlineGame(GameSettings); } } /** * There is no achivements that should be awarded. Do nothing here. */ function CheckTeamBasedAchievements(); DefaultProperties { DOMVer="5.0 Build:10.12.14" /* Build: YY.MM.DD */ bExportMenuData=False bUseMapList=True bAllowTranslocator=True bUseTranslocator=True bUnlockedVehicles=True bVehiclesCanCapturePoints=True bTeamGame=True bNoTeamChangePenalty=True bScoreDeaths=False bScoreTeamKills=False bSpawnInTeamArea=False bScoreVictimsTarget=True bWeaponStay=True bLoggingGame=True bDDOMGame=False GoalScore=100 TimeLimit=0 MinTeams=2 NumTeams=2 NumOfTeams=2 MaxControlPoints=32 MaxControlPointsAllowed=32 TranslocatorClass=class'UTDom.DOMWeap_Translocator_Content' UnlimitedTranslocatorClass=class'UTDom.DOMWeap_UnlimitedTranslocator_Content' DeathMessageClass=class'UTGame.UTTeamDeathMessage' HUDType=class'UTDom.DOMHUD' BotClass=class'UTBot' DefaultPawnClass=class'UTDom.DOMPawn' PlayerControllerClass=class'DomPlayerController' PlayerReplicationInfoClass=class'UTDom.DomPRI' GameReplicationInfoClass=Class'UTDom.DomGameReplicationInfo' CharacterTeamMaterialTransformerClass=class'UTDom.DOM_MT_CharacterTeamMaterialTransformer' VehicleTeamMaterialTransformerClass=class'UTDom.DOM_MT_VehicleTeamMaterialTransformer_Content' `if(`isdefined(PLATFORM_PS3)) MaxTeams=2 GameName="Domination" Description="Fight for possession of ControlPoints by touching it and your score increases until taken by another team." MidGameMenuTemplate=UTUIScene_MidGameMenu'UI_InGameHud.Menus.MidGameMenu' MidGameMenuTemplates(0)=UTUIScene_MidGameMenu'UI_InGameHud.Menus.MidGameMenu' MidgameScorePanelTag=TDMPanel MidGameScorePanelTags(0)=TDMPanel bShowPickTeamAtLogin=False `else bShowPickTeamAtLogin=True MaxTeams=4 MidGameMenuTemplate=UTUIScene_MidGameMenu'UI_UT3Dom.Menus.DomMidGameMenu' MidGameMenuTemplates(0)=UTUIScene_MidGameMenu'UI_UT3Dom.Menus.DomMidGameMenu2' MidGameMenuTemplates(1)=UTUIScene_MidGameMenu'UI_UT3Dom.Menus.DomMidGameMenu3' MidGameMenuTemplates(2)=UTUIScene_MidGameMenu'UI_UT3Dom.Menus.DomMidGameMenu' MidGameScorePanelTag=DOMPanel MidGameScorePanelTags(0)=DOMPanel MidGameScorePanelTags(1)=DOMPanel MidGameScorePanelTags(2)=DOMPanel `endif MultiTeamAIType(0)=class'UTDom.DOMTeamAI' MultiTeamAIType(1)=class'UTDom.DOMTeamAI' MultiTeamAIType(2)=class'UTDom.DOMTeamAI' MultiTeamAIType(3)=class'UTDom.DOMTeamAI' DefaultMutators(0)="UTDom.DOM_MT_UTMutator_WeaponReplacer" NonScoringDamageClasses(0)=None NonScoringDamageClasses(1)=None ControlPointType[0]=class'UTDom.ControlPoint' DefaultMapPrefixes(0)=(Prefix="DOM",GameType="UTDom.Domination",AdditionalGameTypes=("UTDom.DoubleDom")) DefaultMapPrefixes(1)=(Prefix="CDOM",GameType="UTDom.Domination",AdditionalGameTypes=("UTDom.DoubleDom")) DefaultMapPrefixes(2)=(Prefix="DDOM",GameType="UTDom.DoubleDom",AdditionalGameTypes=("UTDom.Domination")) DefaultMapPrefixes(3)=(Prefix="VDOM",GameType="UTDom.Domination",AdditionalGameTypes=("UTDom.DoubleDom")) MapPrefixes(0)="DOM" MapPrefixes(1)="CDOM" MapPrefixes(2)="DDOM" MapPrefixes(3)="VDOM" } |
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