| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Info
|
+-- Gameplay.TeamInfo
| Constants Summary | ||
|---|---|---|
| MAX_RESPAWN_VEHICLES_DEFINE | = | 10 |
| Inherited Contants from Engine.Actor |
|---|
| MAXSTEPHEIGHT, MINFLOORZ |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Actor |
|---|
| EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates |
| Structures Summary | ||
|---|---|---|
| RoleData role, mesh, femaleMesh, jetpack, femaleJetpack, armsMesh, armorIcon | ||
| Inherited Structures from Engine.Info |
|---|
| KeyValuePair, PlayerResponseLine, ServerResponseLine |
| Inherited Structures from Engine.Actor |
|---|
| ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr |
| Inherited Functions from Engine.Info |
|---|
| AcceptPlayInfoProperty, FillPlayInfo |
| Constants Detail |
|---|
| Variables Detail |
|---|
An alternate material used for self-illumination on Base Devices owned by this team; if specified, overrides baseDeviceIllumMaterial
An alternate material used for the ownership badge on Base Devices owned by this team; if specified, overrides ownershipMaterial
The material used for self-illumination on Base Devices owned by this team
Only the specified team will be able to damage members of this team.
The material used for the ownership badge on Base Devices owned by this team
Color of this team's terriory capture tendril
| Structures Detail |
|---|
var(TeamInfo) Material armorIcon;};
var(TeamInfo) Mesh armsMesh;
var(TeamInfo) class<Jetpack> femaleJetpack;
var(TeamInfo) Mesh femaleMesh;
var(TeamInfo) class<Jetpack> jetpack;
var(TeamInfo) Mesh mesh;
var(TeamInfo) class<CombatRole> role;
armorIcon:The Icon representation for this combat roles armorarmsMesh:The arms used for the characters with this role when playing for this teamfemaleJetpack:The jetpack mesh used for female characters with this role when playing for this teamfemaleMesh:The mesh used for female characters with this role when playing for this teamjetpack:The jetpack used for characters with this role when playing for this teammesh:The mesh used for characters with this role when playing for this teamrole:The role that this data applies to
| Functions Detail |
|---|
addBase Source code
addTeamSensor Source code
addVehicleRespawn Source code
evaluatePlayerStarts Source code
GetArmorIconForRole Source code
getArmsMeshForRole Source code
GetHumanReadableName Source code
getJetpackForRole Source code
getMeshForRole Source code
getNumRespawnBases Source code
getNumVehicleRespawns Source code
isFriendly Source code
isFriendlyRook Source code
numActivePlayers Source code
numPlayers Source code
numTotalLives Source code
PostBeginPlay Source code
removeBase Source code
removeTeamSensorSensorTower Source code
removeVehicleRespawn Source code
sensorGridFunctional Source code
sensorIsFriendlyRook Source code
Tick Source code
tickSensors Source code
UpdatePrecacheRenderData Source code
updateSensors Source code
updateTeamMemberSensorInfo Source code
validRespawnBaseIndex Source code
validVehicleRespawnIndex Source code| Defaultproperties |
|---|
defaultproperties
{
objectivesUpdateRate = 0.5
sensorGridRate = 0.5
RemoteRole = ROLE_SimulatedProxy
bAlwaysRelevant = true
bReplicateLabel = true
bHiddenEd = true
MAX_BASES = 10
MAX_RESPAWN_VEHICLES = 10
TeamColor = (R=255,G=255,B=255,A=255)
TeamHighlightColor = (R=255,G=255,B=0,A=255)
relativeFriendlyTeamColor=(R=20,G=220,B=20,A=255)
relativeFriendlyHighlightColor=(R=0,B=0,G=255,A=255)
relativeEnemyTeamColor=(R=220,G=20,B=20,A=255)
relativeEnemyHighlightColor=(R=255,G=0,B=0,A=255)
territoryTendrilColor = (R=255,G=255,B=255,A=255)
} |
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