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+-- 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
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
function advanceWaveTime (float Delta))
function cleanup ()))
function end ()))
functionfloat getRespawnDelay ()))
functionbool isCountdown (float levelTime))
functionbool isFinished (Engine.LevelInfo level))
function setWinningTeam (LevelInfo Level, TeamInfo winningTeam))
functionbool shouldEndAfterDeathOf (LevelInfo Level, PlayerCharacterController c))
functionbool shouldEndAfterTeamScored (LevelInfo Level, TeamInfo t))
function start (float levelTime))
functionfloat timeLeft (Engine.LevelInfo level))
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

Variables Detail

currentWaveTime Source code

var float currentWaveTime;

playStartTime Source code

var float playStartTime;

startTime Source code

var float startTime;

winningTeam Source code

var TeamInfo winningTeam;


bAllowEquipOnRespawn Source code

var(RoundData) bool bAllowEquipOnRespawn;
Determines whether the player is presented with an inventory screen every time they spawn

bAllowNewPlayers Source code

var(RoundData) bool bAllowNewPlayers;
Determines whether players can join a round in progress

bKeepEquipmentAfterRound Source code

var(RoundData) bool bKeepEquipmentAfterRound;
Determines whether players keep their equipment for the next round if they are alive at the end of the round NOT IMPLEMENTED

bKeepEquipmentDuringRound Source code

var(RoundData) bool bKeepEquipmentDuringRound;
Determines whether players keep their equipment between respawns NOT IMPLEMENTED

countdownDuration Source code

var(RoundData) float countdownDuration;
The length of time in seconds that players must wait before the round starts (-1 to ignore)

duration Source code

var(RoundData) float duration;
The length of time in minutes that this round will last (-1 to ignore)

maxLives Source code

var(RoundData) int maxLives;
The maximum number of lives allowed per player in this round (-1 to ignore)

overtimeDuration Source code

var(RoundData) float overtimeDuration;
In the event of a tie in a game that uses maxLives, use an overtime of this duration (in minutes)

respawnDelay Source code

var(RoundData) float respawnDelay;
The length of time in seconds that players must wait before respawning in the round (0 to ignore)

respawnWaveInterval Source code

var(RoundData) float respawnWaveInterval;
If set, bypasses respawnDelay and causes players to respawn in waves at this interval (0 to ignore)

roundWinPoints Source code

var(RoundData) int roundWinPoints;
The number of team points awarded for winning this round by killing the other team. Only applies when maxLives is used.

scoreLimit Source code

var(RoundData) int scoreLimit;
The number of points a team must accumulate in order to end this round (-1 to disable)

Functions Detail

advanceWaveTime Source code

function advanceWaveTime ( float Delta) )

cleanup Source code

function cleanup ( ) )

end Source code

function end ( ) )

getRespawnDelay Source code

function float getRespawnDelay ( ) )

isCountdown Source code

function bool isCountdown ( float levelTime) )

isFinished Source code

function bool isFinished ( Engine.LevelInfo level) )

setWinningTeam Source code

function setWinningTeam ( LevelInfo Level, TeamInfo winningTeam) )

shouldEndAfterDeathOf Source code

function bool shouldEndAfterDeathOf ( LevelInfo Level, PlayerCharacterController c) )

shouldEndAfterTeamScored Source code

function bool shouldEndAfterTeamScored ( LevelInfo Level, TeamInfo t) )

start Source code

function start ( float levelTime) )

timeLeft Source code

function float timeLeft ( Engine.LevelInfo level) )


	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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Creation time: st 23.5.2018 00:10:34.249 - Created with UnCodeX