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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.
UTDom.UTDomGame
| Constants Summary | ||
|---|---|---|
| MaxTeamsAllowed | = | 4 |
| Variables Summary | |
|---|---|
| bool | bDDOMGame |
| array<ControlPoint> | CDomPoints |
| class<ControlPoint> | ControlPointType[2] |
| array<ControlPointFactory> | CPF |
| string | CurrentMapName |
| string | DOMVer |
| array<SequenceObject> | GMSEvents |
| int | iCP |
| byte | MaxControlPointsAllowed |
| UTUIScene | MidGameMenuTemplates[3] |
| UTDomGame | |
| bool | bShowPickTeamAtLogin |
| bool | bUnlimitedTranslocator |
| bool | bUnlockedVehicles |
| bool | bUseHoverboard |
| bool | bUseMapList |
| bool | bUseTranslocator |
| bool | bVehiclesCanCapturePoints |
| array<EMapList> | MapList |
| byte | MaxControlPoints |
| byte | NumOfTeams |
| class<Inventory> | UnlimitedTranslocatorClass |
| Structures Summary | ||
|---|---|---|
| EMapList bEnabled, ControlPoints, MapName | ||
| Functions Summary | ||
|---|---|---|
![]() | ActivateVehicleFactory (UTVehicleFactory VF)) | |
![]() | bool | AllowMutator (string MutatorClassName )) |
![]() | bool | CanVehiclesCanCapturePoints ())) |
![]() | bool | ChangeTeam (Controller Other, int num, bool bNewTeam)) |
![]() | CheckTeamBasedAchievements () | |
![]() | ClearControl (Controller Other)) | |
![]() | UTGameObjective | ClosestObjectiveTo (Actor A)) |
![]() | CrashIfPS3Build ())) | |
![]() | bool | DominatingVictory ())) |
![]() | FindAllxDomPoints () | |
![]() | FindControlPointFactory ())) | |
![]() | InitGame (string Options, out string ErrorMessage)) | |
![]() | InitGameReplicationInfo ())) | |
![]() | bool | IsControlPointOnMapList (UTGameObjective CP, byte ListIndex)) |
![]() | bool | IsMapOnMapList (out byte ListIndex)) |
![]() | bool | IsOnMapList (UTGameObjective CP, out byte bFound)) |
![]() | Logout (Controller Exiting)) | |
![]() | byte | PickTeam (byte num, Controller C)) |
![]() | PlayRegularEndOfMatchMessage ())) | |
![]() | PostBeginPlay ())) | |
![]() | PostLogin (playercontroller NewPlayer )) | |
![]() | PreBeginPlay ())) | |
![]() | bool | RegisterControlPoint (ControlPoint CP)) |
![]() | Reset ())) | |
![]() | ScoreTeam (int i, float c)) | |
![]() | SetEndGameFocus (PlayerReplicationInfo Winner)) | |
![]() | class<GameInfo> | SetGameType (string MapName, string Options)) |
![]() | SetupControlPointClass ())) | |
![]() | ShowPathTo (PlayerController P, int TeamNum)) | |
![]() | Timer ())) MatchInProgress | |
![]() | UpdateGameSettings ())) | |
![]() | bool | ValidateControlPoint (ControlPoint CP)) |
![]() | WriteStartUpLogMessage ())) | |
| States Summary |
|---|
| MatchInProgress Source code |
|---|
state MatchInProgress /** * Logic that handles the scoring during game play */ |
| Timer |
| Constants Detail |
|---|
Maximum number of Teams ever allowed.
| Variables Detail |
|---|
----- Internal Game Flags -----
The domination points in the level that are being used in play
Controls what class type of DominationObjective will be spawned by the maps DominationFactory actors
cached array of the ControlPointFactory in the map
This is so that we can keep a value out of a static event
GetMatchSettings Kismet events
cached # of the CDomPoints.Length
Maximum number of ControlPoints ever allowed (MaxControlPoints is clamped to this in initgame().
Display a menu for the player to select the team they want to join at login
Makes the Translocator to be Unlimited.
Makes all Vehicle neutral, does not lock then for a team.
Use the Hoverboard instead of the Translocator. Overrides any enabled Translocator setting.
TRUE=use only the control points that are named for the specified map in the maplist.
Admin config setting to use the Translocator or not.
Allows players to capture control points when in a vehicle
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.
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.
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.
class of the 'unlimited' use type of translocator
| Structures Detail |
|---|
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 codeActivateVehicleFactory() Called by UTVehicleFactory in its PostBeginPlay() If bUnlockedVehicles=True then unlock all vehicles
AllowMutator Source codeReturns whether a mutator should be allowed with this gametype
CanVehiclesCanCapturePoints Source codecalled in DominationObjective to safely get the current value of bVehiclesCanCapturePoints
@return the value of bVehiclesCanCapturePoints
ChangeTeam Source codeChangeTeam() 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 codeThere is no achivements that should be awarded. Do nothing here.
ClearControl Source codeCalled 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
CrashIfPS3Build Source codeIf 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 codePlay DominatingVictory if winning team won by 35% or more
FindAllxDomPoints Source codeSimilar to FindControlPointFactory() In xDomGame based games, Finds all the ControlPointFactory actors in the map
FindControlPointFactory Source codeFinds all the ControlPointFactory actors in the map
InitGame Source code
InitGameReplicationInfo Source codereplicate bPickTeamAtLogin to clients
IsControlPointOnMapList Source codeChecks 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 codeChecks 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@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
PickTeam Source codeReturn a saved team number if player has one
PlayRegularEndOfMatchMessage Source code
PostBeginPlay Source codeSetup the translocator/hoverboard, then setup the control points, finaly any GetMatchSettings kismet events
PostLogin Source codeLogic to display the UI_UT3Dom.DomTeamConfig scene if bShowPickTeamAtLogin is true
PreBeginPlay Source codeThis is to correct the MultiTeamAIType array. Apparently the PS3 doesnt like it, if this is not done.
RegisterControlPoint Source codeAdd 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 codeReset() - reset actor to initial state - used when restarting level without reloading.
ScoreTeam Source codeAward 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
SetGameType Source codeThis 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 codeLogic to correctly setup the ControlPointFactory actors
ShowPathTo Source code
Timer MatchInProgress Source code
UpdateGameSettings Source codeUsed to update any changes in game settings that need to be published to players that are searching for games
ValidateControlPoint Source codeChecks 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| 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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