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UTDom.UTDomGame

Modifiers
config ( Dom ) abstract

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.

UTDom.UTDomGame

Constants Summary
MaxTeamsAllowed=4

Variables Summary
boolbDDOMGame
array<ControlPoint>CDomPoints
class<ControlPoint>ControlPointType[2]
array<ControlPointFactory>CPF
stringCurrentMapName
stringDOMVer
array<SequenceObject>GMSEvents
intiCP
byteMaxControlPointsAllowed
UTUISceneMidGameMenuTemplates[3]
UTDomGame
boolbShowPickTeamAtLogin
boolbUnlimitedTranslocator
boolbUnlockedVehicles
boolbUseHoverboard
boolbUseMapList
boolbUseTranslocator
boolbVehiclesCanCapturePoints
array<EMapList>MapList
byteMaxControlPoints
byteNumOfTeams
class<Inventory>UnlimitedTranslocatorClass

Structures Summary
EMapList
bEnabled, ControlPoints, MapName

Functions Summary
function ActivateVehicleFactory (UTVehicleFactory VF))
functionbool AllowMutator (string MutatorClassName ))
functionbool CanVehiclesCanCapturePoints ()))
functionbool ChangeTeam (Controller Other, int num, bool bNewTeam))
function CheckTeamBasedAchievements ()
function ClearControl (Controller Other))
functionUTGameObjective ClosestObjectiveTo (Actor A))
function CrashIfPS3Build ()))
functionbool DominatingVictory ()))
function FindAllxDomPoints ()
function FindControlPointFactory ()))
event InitGame (string Options, out string ErrorMessage))
function InitGameReplicationInfo ()))
functionbool IsControlPointOnMapList (UTGameObjective CP, byte ListIndex))
functionbool IsMapOnMapList (out byte ListIndex))
functionbool IsOnMapList (UTGameObjective CP, out byte bFound))
function Logout (Controller Exiting))
functionbyte PickTeam (byte num, Controller C))
function PlayRegularEndOfMatchMessage ()))
function PostBeginPlay ()))
event PostLogin (playercontroller NewPlayer ))
function PreBeginPlay ()))
functionbool RegisterControlPoint (ControlPoint CP))
function Reset ()))
function ScoreTeam (int i, float c))
function SetEndGameFocus (PlayerReplicationInfo Winner))
eventclass<GameInfo> SetGameType (string MapName, string Options))
function SetupControlPointClass ()))
function ShowPathTo (PlayerController P, int TeamNum))
event Timer ()))
MatchInProgress
function UpdateGameSettings ()))
functionbool ValidateControlPoint (ControlPoint CP))
function WriteStartUpLogMessage ()))

States Summary
MatchInProgress Source code
state MatchInProgress
/** * Logic that handles the scoring during game play */
Timer


Constants Detail

MaxTeamsAllowed Source code

const MaxTeamsAllowed = 4;
Maximum number of Teams ever allowed.


Variables Detail

bDDOMGame Source code

var const bool bDDOMGame;
----- Internal Game Flags -----

CDomPoints Source code

var array<ControlPoint> CDomPoints;
The domination points in the level that are being used in play

ControlPointType[2] Source code

var class<ControlPoint> ControlPointType[2];
Controls what class type of DominationObjective will be spawned by the maps DominationFactory actors

CPF Source code

var array<ControlPointFactory> CPF;
cached array of the ControlPointFactory in the map

CurrentMapName Source code

var config transient string CurrentMapName;
This is so that we can keep a value out of a static event

DOMVer Source code

var const string DOMVer;

GMSEvents Source code

var array<SequenceObject> GMSEvents;
GetMatchSettings Kismet events

iCP Source code

var transient int iCP;
cached # of the CDomPoints.Length

MaxControlPointsAllowed Source code

var const byte MaxControlPointsAllowed;
Maximum number of ControlPoints ever allowed (MaxControlPoints is clamped to this in initgame().

MidGameMenuTemplates[3] Source code

var UTUIScene MidGameMenuTemplates[3];

UTDomGame

bShowPickTeamAtLogin Source code

var(UTDomGame) config bool bShowPickTeamAtLogin;
Display a menu for the player to select the team they want to join at login

bUnlimitedTranslocator Source code

var(UTDomGame) config bool bUnlimitedTranslocator;
Makes the Translocator to be Unlimited.

bUnlockedVehicles Source code

var(UTDomGame) config bool bUnlockedVehicles;
Makes all Vehicle neutral, does not lock then for a team.

bUseHoverboard Source code

var(UTDomGame) config bool bUseHoverboard;
Use the Hoverboard instead of the Translocator. Overrides any enabled Translocator setting.

bUseMapList Source code

var(UTDomGame) config bool bUseMapList;
TRUE=use only the control points that are named for the specified map in the maplist.

bUseTranslocator Source code

var(UTDomGame) config bool bUseTranslocator;
Admin config setting to use the Translocator or not.

bVehiclesCanCapturePoints Source code

var(UTDomGame) config bool bVehiclesCanCapturePoints;
Allows players to capture control points when in a vehicle

MapList Source code

var(UTDomGame) config array<EMapList> MapList;
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.

MaxControlPoints Source code

var(UTDomGame) config byte MaxControlPoints;
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.

NumOfTeams Source code

var(UTDomGame) config byte NumOfTeams;
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.

UnlimitedTranslocatorClass Source code

var(UTDomGame) class<Inventory> UnlimitedTranslocatorClass;
class of the 'unlimited' use type of translocator


Structures Detail

EMapList Source code

struct EMapList
{
var(UTDomGame) bool bEnabled;
var(UTDomGame) array<string> ControlPoints;
var(UTDomGame) string MapName;
};

bEnabled:
Allows for multiple configurations per map. ONLY one entry per map should be enabled!
ControlPoints:
List of Control Points found in the MapName map to use in game play. All other Control Points will be removed from play.
MapName:
The full map name without the file extension (i.e. DOM-MyMapName do NOT USE: DOM-MyMapName.ut3 )


Functions Detail

ActivateVehicleFactory Source code

function ActivateVehicleFactory ( UTVehicleFactory VF) )
ActivateVehicleFactory() Called by UTVehicleFactory in its PostBeginPlay() If bUnlockedVehicles=True then unlock all vehicles

AllowMutator Source code

static function bool AllowMutator ( string MutatorClassName ) )
Returns whether a mutator should be allowed with this gametype

CanVehiclesCanCapturePoints Source code

function bool CanVehiclesCanCapturePoints ( ) )
called in DominationObjective to safely get the current value of bVehiclesCanCapturePoints
@return the value of bVehiclesCanCapturePoints

ChangeTeam Source code

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

CheckTeamBasedAchievements Source code

function CheckTeamBasedAchievements ( )
There is no achivements that should be awarded. Do nothing here.

ClearControl Source code

function ClearControl ( Controller Other) )
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

ClosestObjectiveTo Source code

function UTGameObjective ClosestObjectiveTo ( Actor A) )

CrashIfPS3Build Source code

function 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!

DominatingVictory Source code

function bool DominatingVictory ( ) )
Play DominatingVictory if winning team won by 35% or more

FindAllxDomPoints Source code

function FindAllxDomPoints ( )
Similar to FindControlPointFactory() In xDomGame based games, Finds all the ControlPointFactory actors in the map

FindControlPointFactory Source code

function FindControlPointFactory ( ) )
Finds all the ControlPointFactory actors in the map

InitGame Source code

event InitGame ( string Options, out string ErrorMessage) )

InitGameReplicationInfo Source code

function InitGameReplicationInfo ( ) )
replicate bPickTeamAtLogin to clients

IsControlPointOnMapList Source code

function bool IsControlPointOnMapList ( UTGameObjective CP, byte ListIndex) )
Checks the CP aginst the MapList[].ControlPoints array. MapList uses the ListIndex as the index location.
@return If was found in the map list

IsMapOnMapList Source code

function bool IsMapOnMapList ( out byte ListIndex) )
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

IsOnMapList Source code

function bool IsOnMapList ( UTGameObjective CP, out byte bFound) )
@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.

Logout Source code

function Logout ( Controller Exiting) )

PickTeam Source code

function byte PickTeam ( byte num, Controller C) )
Return a saved team number if player has one

PlayRegularEndOfMatchMessage Source code

function PlayRegularEndOfMatchMessage ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )
Setup the translocator/hoverboard, then setup the control points, finaly any GetMatchSettings kismet events

PostLogin Source code

event PostLogin ( playercontroller NewPlayer ) )
Logic to display the UI_UT3Dom.DomTeamConfig scene if bShowPickTeamAtLogin is true

PreBeginPlay Source code

function PreBeginPlay ( ) )
This is to correct the MultiTeamAIType array. Apparently the PS3 doesnt like it, if this is not done.

RegisterControlPoint Source code

function bool RegisterControlPoint ( ControlPoint CP) )
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.

Reset Source code

function Reset ( ) )
Reset() - reset actor to initial state - used when restarting level without reloading.

ScoreTeam Source code

function ScoreTeam ( int i, float c) )
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

SetEndGameFocus Source code

function SetEndGameFocus ( PlayerReplicationInfo Winner) )

SetGameType Source code

static event class<GameInfo> SetGameType ( string MapName, string Options) )
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.

SetupControlPointClass Source code

function SetupControlPointClass ( ) )
Logic to correctly setup the ControlPointFactory actors

ShowPathTo Source code

function ShowPathTo ( PlayerController P, int TeamNum) )

Timer MatchInProgress Source code

event Timer ( ) )

UpdateGameSettings Source code

function UpdateGameSettings ( ) )
Used to update any changes in game settings that need to be published to players that are searching for games

ValidateControlPoint Source code

function bool ValidateControlPoint ( ControlPoint CP) )
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

WriteStartUpLogMessage Source code

function WriteStartUpLogMessage ( ) )


Defaultproperties

defaultproperties
{
   DOMVer="5.0 Build:10.12.14"  
   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'

   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

   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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Creation time: Fri 23/12/2011 20:31:25.925 - Created with UnCodeX