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Gameplay.MultiplayerGameInfo
Variables Summary | |
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bool | bForceStart |
bool | bOnGameEndCalled |
bool | bPendingMatchEnd |
bool | bRoundStarted |
bool | bServerTravelOverride |
bool | bWaitingForPlayers |
float | clientTravelAtTime |
String | GameSpyGameMode |
float | lastTimeLeft |
float | lastTournamentUpdateTime |
int | numPlayersLoggedIn |
Name | playerRestartState |
RoundInfo | roundInfo |
string | serverTravelURL |
LocalMessage | |
class<TribesLocalMessage> | GameAnnouncerMessageClass |
MultiplayerGameInfo | |
bool | bDontAllowEnemySpectating |
bool | bRepairBaseDevicesBetweenRounds |
bool | bTournamentMode |
bool | bUseMapScoreLimits |
class<Loadout> | defaultLoadoutOverride |
array<string> | gameHints |
string | gameSummaryPage |
string | guiPackage |
int | minimumNumberOfPlayers |
int | numTeams |
float | postGameDelay |
class<RoundInfo> | roundInfoClass |
string | roundSummaryPage |
int | scoreLimit |
float | tournamentCountdown |
Functions Summary | ||
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bool | allowMapVote ())) | |
bool | allowMapVote ())) CountdownPhase | |
bool | allowMapVote ())) StartGame | |
bool | CanSpectate (PlayerController Viewer, bool bOnlySpectator, actor ViewTarget )) | |
bool | CanSpectate (PlayerController Viewer, bool bOnlySpectator, actor ViewTarget )) InBetweenRounds | |
bool | ChangeTeam (Controller Other, int N, bool bNewTeam)) | |
bool | ChangeTeam (Controller Other, int N, bool bNewTeam)) GameEnd | |
bool | ChangeTeam (Controller Other, int N, bool bNewTeam)) InBetweenRounds | |
bool | ChangeTeam (Controller Other, int N, bool bNewTeam)) StartGame | |
checkForObserverPlayerStart ())) | ||
closeGameSummary ())) GameEnd | ||
closeRoundSummary ())) InBetweenRounds | ||
disableTournamentMode ())) | ||
enableTournamentMode ())) | ||
EndState ())) StartGame | ||
bool | enoughPlayersToStart ())) | |
evaluateTimeLeft ())) GamePhase | ||
GameSpyStateChange (String newGameMode)) | ||
array<string> | GetAllLoadHints (optional bool bThisClassOnly)) | |
String | GetGameSpyGameMode ())) | |
string | GetLoadingHint (PlayerController Ref, color HintColor, color BindColor )) | |
TeamInfo | getLosingTeam ())) | |
string | GetNextLoadHint ())) | |
TeamInfo | getWinningTeam ())) | |
InitGameReplicationInfo ())) | ||
TeamInfo | initialTeam ())) | |
killAllPlayers ())) | ||
Logout (Controller Exiting )) | ||
string | MakeColorCode (color NewColor)) | |
int | numActivePlayers ())) | |
bool | observerStartExists ())) | |
onDeath (PlayerCharacterController c)) GamePhase | ||
OnGameEnd ())) | ||
onSpectate (PlayerCharacterController c)) | ||
onUnspectate (PlayerCharacterController c)) | ||
string | ParseLoadingHint (string Hint, PlayerController Ref, color HintColor, color BindColor)) | |
Name | playerPawnDestroyedState ())) | |
Name | playerPawnNoRespawnState ())) | |
bool | playersReady ())) StartGame | |
PostBeginPlay ())) | ||
PostLogin (PlayerController NewPlayer)) | ||
PostTeamScored (TeamInfo t, int numPoints, optional Actor EndGameFocus)) | ||
postTeamScored (TeamInfo t, int numPoints, optional Actor EndGameFocus)) GamePhase | ||
PreBeginPlay ())) | ||
ProcessServerTravel (string URL, bool bItems )) | ||
repairAllBaseDevices ())) | ||
RestartPlayer (Controller aPlayer )) | ||
bool | SaveAllowed ())) | |
SendMPActorsToGameOver ())) GameEnd | ||
setAllActivePlayerStates (Name newState, optional Name stateTag, optional bool bForceSpectators)) | ||
SetPlayerMesh (Controller aPlayer )) | ||
setPlayerTeamDamagePercentage (float percentage)) | ||
showGameSummary ())) GameEnd | ||
showRoundSummary ())) InBetweenRounds | ||
startAllActivePlayers ())) | ||
startPlayer (PlayerCharacterController C)) | ||
float | tribesRatePlayerStart (PlayerStart P, TeamInfo Team, Controller Player)) | |
bool | tryRespawn (PlayerCharacterController c)) | |
bool | tryRespawn (PlayerCharacterController c)) GameEnd |
States Summary |
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CountdownPhase Source code |
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state CountdownPhase |
allowMapVote |
GameEnd Source code |
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state GameEnd |
ChangeTeam, closeGameSummary, SendMPActorsToGameOver, showGameSummary, tryRespawn |
GamePhase Source code |
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state GamePhase |
evaluateTimeLeft, onDeath, postTeamScored |
InBetweenRounds Source code |
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state InBetweenRounds |
CanSpectate, ChangeTeam, closeRoundSummary, showRoundSummary |
StartGame Source code |
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auto state StartGame |
allowMapVote, ChangeTeam, EndState, playersReady |
Variables Detail |
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The class to use for game announcement messages
If true, you can spectate members of the other team
If true, all base devices in the game will be fully repaired in-between rounds
Tournament mode requires admins to change each player's team
If true, if a map specifies a score limit for this game type, it will be used
If provided, all multiplayer starts in this mode will use this loadout by default
Hints that are displayed when each map loads
The name of the game summary page to use
The name of the package where the specified summary pages can be found
The minimum number of players needed on the server in order to play
Number of teams. Only 1 and 2 are supported.
Wait for this number of seconds after the map ends before loading the next map
The rounds to use
The name of the round summary page to use
The match will end after this number of points are scored
The countdown duration for starting a match in tournament mode
Functions Detail |
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Defaultproperties |
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defaultproperties { Label = "GAMEINFO" PlayerControllerClassName = "Gameplay.PlayerCharacterController" DefaultPlayerClassName = "Gameplay.MultiplayerCharacter" bDelayedStart = true MapListType = "Gameplay.MapList" CheatClass = class'ConsoleCommandManager' gameSummaryPage = "TribesMPGameSummaryMenu" roundSummaryPage = "TribesMPRoundSummaryMenu" guiPackage = "TribesGui" equipmentLifeTime = 15.0 DeathMessageClass = class'Gameplay.MPDeathMessages' GameMessageClass = class'Gameplay.TribesGameMessage' postGameDelay = 8.0 GameAnnouncerMessageClass = class'Gameplay.MPGameAnnouncerMessages' tournamentCountdown = 30.0 minimumNumberOfPlayers = 0 numTeams = 2 bPauseable = false GameSpyGameMode = "closedwaiting" } |
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