| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Gameplay.RoundData
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed |
| Variables Summary | |
|---|---|
| float | currentWaveTime |
| float | playStartTime |
| float | startTime |
| TeamInfo | winningTeam |
| RoundData | |
| bool | bAllowEquipOnRespawn |
| bool | bAllowNewPlayers |
| bool | bKeepEquipmentAfterRound |
| bool | bKeepEquipmentDuringRound |
| float | countdownDuration |
| float | duration |
| int | maxLives |
| float | overtimeDuration |
| float | respawnDelay |
| float | respawnWaveInterval |
| int | roundWinPoints |
| int | scoreLimit |
| Inherited Variables from Core.Object |
|---|
| Class, Name, ObjectFlags, ObjectInternal[6], Outer |
| Enumerations Summary |
|---|
| Inherited Enumerations from Core.Object |
|---|
| EAxis, ECamOrientation, ESheerAxis |
| Structures Summary |
|---|
| Inherited Structures from Core.Object |
|---|
| BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector |
| Functions Summary | ||
|---|---|---|
![]() | advanceWaveTime (float Delta)) | |
![]() | cleanup ())) | |
![]() | end ())) | |
![]() | float | getRespawnDelay ())) |
![]() | bool | isCountdown (float levelTime)) |
![]() | bool | isFinished (Engine.LevelInfo level)) |
![]() | setWinningTeam (LevelInfo Level, TeamInfo winningTeam)) | |
![]() | bool | shouldEndAfterDeathOf (LevelInfo Level, PlayerCharacterController c)) |
![]() | bool | shouldEndAfterTeamScored (LevelInfo Level, TeamInfo t)) |
![]() | start (float levelTime)) | |
![]() | float | timeLeft (Engine.LevelInfo level)) |
| Variables Detail |
|---|
Determines whether the player is presented with an inventory screen every time they spawn
Determines whether players can join a round in progress
Determines whether players keep their equipment for the next round if they are alive at the end of the round NOT IMPLEMENTED
Determines whether players keep their equipment between respawns NOT IMPLEMENTED
The length of time in seconds that players must wait before the round starts (-1 to ignore)
The length of time in minutes that this round will last (-1 to ignore)
The maximum number of lives allowed per player in this round (-1 to ignore)
In the event of a tie in a game that uses maxLives, use an overtime of this duration (in minutes)
The length of time in seconds that players must wait before respawning in the round (0 to ignore)
If set, bypasses respawnDelay and causes players to respawn in waves at this interval (0 to ignore)
The number of team points awarded for winning this round by killing the other team. Only applies when maxLives is used.
The number of points a team must accumulate in order to end this round (-1 to disable)
| Functions Detail |
|---|
advanceWaveTime Source code
cleanup Source code
end Source code
getRespawnDelay Source code
isCountdown Source code
isFinished Source code
setWinningTeam Source code
shouldEndAfterDeathOf Source code
shouldEndAfterTeamScored Source code
start Source code
timeLeft Source code| Defaultproperties |
|---|
defaultproperties
{
duration = 20
countdownDuration = 5
scoreLimit = -1
maxLives = -1
bAllowNewPlayers = true
bKeepEquipmentDuringRound = false
bKeepEquipmentAfterRound = false
bAllowEquipOnRespawn = false
respawnDelay = 2
roundWinPoints = 0
overtimeDuration = 1
} |
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