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UTMultiTeam.UTMT_TeamGame

Modifiers
abstract config ( MultiTeam )

UTMultiTeam.UTMT_TeamGame

Variables Summary
boolbDoNotScoreKill
UTMT_TeamMaterialTransformerCharacterTeamMaterialTransformer
class<UTMT_TeamMaterialTransformer>CharacterTeamMaterialTransformerClass
array<string>DefaultMutators
class<DamageType>KillBotDamageClass
intMaxTeams
array<name>MidGameScorePanelTags
intMinTeams
array<string>MultiCustomTeamNames
array<class<UTMT_TeamAI>>MultiTeamAIType
array<string>MultiTeamFactions
array<UTMT_TeamInfo>MultiTeams
array<class<DamageType>>NonScoringDamageClasses
intNumTeams
UTMT_TeamMaterialTransformerVehicleTeamMaterialTransformer
class<UTMT_TeamMaterialTransformer>VehicleTeamMaterialTransformerClass

Functions Summary
function AddGoldBots (int Num))
function AddGreenBots (int Num))
function AdjustSkill (AIController B, PlayerController P, bool bWinner))
function AnnounceScore (int ScoringTeam))
functionbool ChangeTeam (Controller Other, int num, bool bNewTeam))
functionbool CheckEndGame (PlayerReplicationInfo Winner, string Reason))
functionbool CheckScore (PlayerReplicationInfo Scorer))
function CreateTeam (int TeamIndex))
functionbool DominatingVictory ()))
function FindNewObjectives (UTGameObjective DisabledObjective ))
functionUTTeamInfo GetBotTeam (optional int TeamBots, ptional bool bUseTeamIndex, optional int TeamIndex))
functionint GetHandicapNeed (Pawn Other))
functionint GetHighestScore ()))
functionUTTeamInfo GetHighestScoringTeam (optional out int index))
functionint GetHighestScoringTeamIndex ()))
functionname GetMidGameScorePanelTag (int TotalTeams))
event GetSeamlessTravelActorList (bool bToEntry, out array<Actor> ActorList))
functionUTTeamInfo GetSmallestTeam (TeamInfo PlayersTeam=None ))
event HandleSeamlessTravelPlayer (out Controller C))
event InitGame (string Options, out string ErrorMessage ))
functionbool IsWinningTeam (TeamInfo T ))
function KillBot (UTBot B))
function Killed (Controller Killer, Controller KilledPlayer, Pawn KilledPawn, class DamageType ))
function Logout (Controller Exiting))
function NotifyKilled (Controller Killer, Controller KilledPlayer, Pawn KilledPawn))
function OverridePRI (PlayerController PC, PlayerReplicationInfo OldPRI))
functionbyte PickTeam (byte num, Controller C))
function PlayRegularEndOfMatchMessage ()))
event PostLogin (PlayerController NewPlayer ))
function PreBeginPlay ()))
function ScoreKill (Controller Killer, Controller Other))
function ShowPathTo (PlayerController P, int TeamNum))
functionbool TeamsAreTiedForTheLead ()))
functionbool TooManyBots (Controller botToRemove))


Variables Detail

bDoNotScoreKill Source code

var bool bDoNotScoreKill;
If this is set then the next time ScoreKill is called it will not score the kill. Used to prevent team changing from reducing the score.

CharacterTeamMaterialTransformer Source code

var UTMT_TeamMaterialTransformer CharacterTeamMaterialTransformer;

CharacterTeamMaterialTransformerClass Source code

var class<UTMT_TeamMaterialTransformer> CharacterTeamMaterialTransformerClass;

DefaultMutators Source code

var array<string> DefaultMutators;
Mutators in this list will always be added to the list *after* user selected mutators are. This is specifically for adding the teamcolored weapon swapping base mutator but you may find other uses for it.

KillBotDamageClass Source code

var class<DamageType> KillBotDamageClass;

MaxTeams Source code

var int MaxTeams;
Max teams allowed by gametype

MidGameScorePanelTags Source code

var array<name> MidGameScorePanelTags;
These are the names of the score panel tags in the MidGameMenu UIScene. 0 index is the 2-team scoreboard, all the way up to however many teams you have!

MinTeams Source code

var int MinTeams;
Minimum number of teams for gametype

MultiCustomTeamNames Source code

var array<string> MultiCustomTeamNames;

MultiTeamAIType Source code

var array<class<UTMT_TeamAI>> MultiTeamAIType;

MultiTeamFactions Source code

var array<string> MultiTeamFactions;

MultiTeams Source code

var array<UTMT_TeamInfo> MultiTeams;

NonScoringDamageClasses Source code

var array<class<DamageType>> NonScoringDamageClasses;
Damage caused of the type of any of the items in this array causes ScoreKill to be skipped. Allows us to avoid score changes for switching teams or leaving the game.

NumTeams Source code

var globalconfig int NumTeams;
Max teams admin allows in game

VehicleTeamMaterialTransformer Source code

var UTMT_TeamMaterialTransformer VehicleTeamMaterialTransformer;

VehicleTeamMaterialTransformerClass Source code

var class<UTMT_TeamMaterialTransformer> VehicleTeamMaterialTransformerClass;


Functions Detail

AddGoldBots Source code

exec function AddGoldBots ( int Num) )

AddGreenBots Source code

exec function AddGreenBots ( int Num) )

AdjustSkill Source code

function AdjustSkill ( AIController B, PlayerController P, bool bWinner) )

AnnounceScore Source code

function AnnounceScore ( int ScoringTeam) )

ChangeTeam Source code

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

CheckEndGame Source code

function bool CheckEndGame ( PlayerReplicationInfo Winner, string Reason) )

CheckScore Source code

function bool CheckScore ( PlayerReplicationInfo Scorer) )

CreateTeam Source code

function CreateTeam ( int TeamIndex) )

DominatingVictory Source code

function bool DominatingVictory ( ) )

FindNewObjectives Source code

function FindNewObjectives ( UTGameObjective DisabledObjective ) )

GetBotTeam Source code

function UTTeamInfo GetBotTeam ( optional int TeamBots,optional bool bUseTeamIndex, optional int TeamIndex) )

GetHandicapNeed Source code

function int GetHandicapNeed ( Pawn Other) )

GetHighestScore Source code

function int GetHighestScore ( ) )

GetHighestScoringTeam Source code

function UTTeamInfo GetHighestScoringTeam ( optional out int index) )

GetHighestScoringTeamIndex Source code

function int GetHighestScoringTeamIndex ( ) )

GetMidGameScorePanelTag Source code

static simulated function name GetMidGameScorePanelTag ( int TotalTeams) )

GetSeamlessTravelActorList Source code

event GetSeamlessTravelActorList ( bool bToEntry, out array<Actor> ActorList) )

GetSmallestTeam Source code

function UTTeamInfo GetSmallestTeam ( TeamInfo PlayersTeam=None ) )
Return the smallest team. If more than one are the same size, return the one that appears first in the array.

HandleSeamlessTravelPlayer Source code

event HandleSeamlessTravelPlayer ( out Controller C) )

InitGame Source code

event InitGame ( string Options, out string ErrorMessage ) )

IsWinningTeam Source code

function bool IsWinningTeam ( TeamInfo T ) )

KillBot Source code

function KillBot ( UTBot B) )
Kill the bots without affecting the score.

Killed Source code

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

Logout Source code

function Logout ( Controller Exiting) )

NotifyKilled Source code

function NotifyKilled ( Controller Killer, Controller KilledPlayer, Pawn KilledPawn) )

OverridePRI Source code

function OverridePRI ( PlayerController PC, PlayerReplicationInfo OldPRI) )

PickTeam Source code

function byte PickTeam ( byte num, Controller C) )

PlayRegularEndOfMatchMessage Source code

function PlayRegularEndOfMatchMessage ( ) )

PostLogin Source code

event PostLogin ( PlayerController NewPlayer ) )
Unused, and likely to be removed in future versions. Here for reference.

PreBeginPlay Source code

function PreBeginPlay ( ) )

ScoreKill Source code

function ScoreKill ( Controller Killer, Controller Other) )

ShowPathTo Source code

function ShowPathTo ( PlayerController P, int TeamNum) )

TeamsAreTiedForTheLead Source code

function bool TeamsAreTiedForTheLead ( ) )

TooManyBots Source code

function bool TooManyBots ( Controller botToRemove) )


Defaultproperties

defaultproperties
{
	NumTeams=4
	MaxTeams=4
	MinTeams=2
	MultiTeamAIType(0)=Class'UTMultiTeam.UTMT_TeamAI'
	MultiTeamAIType(1)=Class'UTMultiTeam.UTMT_TeamAI'
	MultiTeamAIType(2)=Class'UTMultiTeam.UTMT_TeamAI'
	MultiTeamAIType(3)=Class'UTMultiTeam.UTMT_TeamAI'
	KillBotDamageClass=Class'UTMultiTeam.UTMT_DmgType_KillBot'
	NonScoringDamageClasses(0)=Class'UTMultiTeam.UTMT_DmgType_ChangedTeam'
	NonScoringDamageClasses(1)=Class'UTMultiTeam.UTMT_DmgType_LeftGame'
	Acronym="MTDM"
	Description="Two to four teams duke it out in a quest for battlefield supremacy.  The team with the most total frags wins."
	DefaultEnemyRosterClass="UTMultiTeam.UTMT_TeamInfo"
	BotClass=Class'UTMultiTeam.UTMT_UTBot'
	DefaultPawnClass=Class'UTMultiTeam.UTMT_Pawn'
	HUDType=Class'UTMultiTeam.UTMT_TeamHUD'
	PlayerControllerClass=Class'UTMultiTeam.UTMT_PlayerController'
	PlayerReplicationInfoClass=Class'UTMultiTeam.UTMT_PlayerReplicationInfo'
	GameReplicationInfoClass=Class'UTMultiTeam.UTMT_GameReplicationInfo'
}

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Creation time: Fri 23/12/2011 20:31:26.024 - Created with UnCodeX