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Gameplay.TeamInfo

Extends
Info
Modifiers
placeable native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Gameplay.TeamInfo

Constants Summary
MAX_RESPAWN_VEHICLES_DEFINE=10
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
array<BaseInfo>bases
boolbNoMoreCarryables
boolbSensorGridFunctional
boolbWonLastRound
Array<Rook>detectedEnemies
Array<Rook>detectedFriendlies
floatlastUpdateTime
intMAX_BASES
intMAX_RESPAWN_VEHICLES
intnumPlayerStarts
ObjectivesListobjectives
floatobjectivesUpdateRate
VectorrespawnBaseLocations[10]
stringrespawnBaseNames[10]
BaseInforespawnBases[10]
VehiclerespawnVehicles[MAX_RESPAWN_VEHICLES_DEFINE]
intscore
Array<SensorTower>sensorGrid
intTeamIndex
SensorSystem
floatsensorGridRate
TeamInfo
MaterialaltBaseDeviceIllumMaterial
MaterialaltOwnershipMaterial
MaterialassaultShipSkin
MaterialbaseDeviceIllumMaterial
MaterialbuggySkin
Array<RoleData>combatRoleData
stringlocalizedName
TeamInfoonlyDamagedByTeam
MaterialownershipMaterial
MaterialpodSkin
colorRelativeEnemyHighlightColor
colorRelativeEnemyTeamColor
colorRelativeFriendlyHighlightColor
colorRelativeFriendlyTeamColor
MaterialtankSkin
colorTeamColor
colorTeamHighlightColor
ColorterritoryTendrilColor
Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AmbientGlow, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bAcceptsShadowProjectors, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockHavok, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bCastsVolumetricShadows, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bClientHavokPhysics, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableBspVolumetrics, bDisableEditorCopying, bDisableHavokCollisionWhenAttached, bDisableShadowOptimisation, bDisableSorting, bDisableTick, bDisableTouch, bDisturbFluidSurface, bDoNotApproximateBumpmap, bDynamicLight, bEdShouldSnap, bEdSnap, bEnableHavokBackstep, bFixedRotationDir, bGameRelevant, bGetOverlayMaterialFromBase, bGetSkinFromBase, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bImportantActor, bInterpolating, bIsMirror, bIsVehicle, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNavigationRelevant, bNeedLifetimeEffectEvents, bNeedPostRenderCallback, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNetworkRelevancyVisible, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectCurrentZone, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOverruleNavigationRelevant, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjectile, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateLabel, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bSendDestructionNotification, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bSkipActorPropertyReplication, bSkipEncroachment, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTriggerEffectEventsBeforeGameStarts, BumpmapLODScale, bUnifiedPositionChanged, bUnifiedVelocityChanged, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bUseRootMotionBound, bVolumetricShadowCast, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, exclusiveToGameInfo, forceAccumulator, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, gameInfoExclusions, gameInfoInclusions, GravityScale, Group, HardRelMatrix, havokAngularVelocity, HavokData, havokDataClass, havokGameTickForce, havokGameTickForcePosition, havokSkeletalRotationSpeed, InitialState, Instigator, JoinedTag, Label, LastRenderTime, LastTick, LatentAnimChannelCount, LatentFloat, LatentStackLocations, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, maxDifficulty, MaxLights, maxNumPlayers, MaxTraceDistance, Mesh, MeshInstance, MessageClass, minDifficulty, minNumPlayers, movementObject, MovementObjectClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, OwnerGroups, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SpeechTag, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, torqueAccumulator, Touching, TriggeredBy, unifiedPosition, unifiedVelocity, UsesSubVisibility, Velocity, XLevel

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

Functions Summary
function addBase (BaseInfo base))
function addTeamSensor (SensorTower newTeamSensor))
function addVehicleRespawn (Vehicle respawnVehicle))
function evaluatePlayerStarts ()))
functionMaterial GetArmorIconForRole (class<CombatRole> c))
functionMesh getArmsMeshForRole (class<CombatRole> c))
functionString GetHumanReadableName ()))
functionJetpack getJetpackForRole (Actor ownerActor, class<CombatRole> c, bool bIsFemale))
functionMesh getMeshForRole (class<CombatRole> c, bool bIsFemale))
functionint getNumRespawnBases ()))
functionint getNumVehicleRespawns ()))
functionbool isFriendly (TeamInfo t))
functionbool isFriendlyRook (Rook r))
functionint numActivePlayers ()))
functionint numPlayers ()))
functionint numTotalLives ()))
function PostBeginPlay ()))
function removeBase (BaseInfo base))
function removeTeamSensorSensorTower (SensorTower oldTeamSensor))
function removeVehicleRespawn (Vehicle respawnVehicle))
functionbool sensorGridFunctional ()))
functionbool sensorIsFriendlyRook (Rook r))
function Tick (float Delta))
function tickSensors ()
function UpdatePrecacheRenderData ()))
event updateSensors ()))
function updateTeamMemberSensorInfo (PlayerCharacterController pcc))
functionbool validRespawnBaseIndex (int index))
functionbool validVehicleRespawnIndex (int index))
Inherited Functions from Engine.Info
AcceptPlayInfoProperty, FillPlayInfo
Inherited Functions from Engine.Actor
*, +, -, actorLabel, AddContextForNextEffectEvent, AddDebugMessage, AITrace, AllActors, Allocate, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, checkSocket, ChildActors, classConstruct, clientDispatchMessage, Clock, CollidingActors, ConsoleCommand, Construct, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, dispatchMessage, DisplayDebug, DrawDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, findByLabel, findStaticByLabel, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimLength, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetCurrentMaterial, GetDebugName, GetHumanReadableName, getHurtRadiusParent, GetItemName, GetLIPSincAnimDuration, GetLocalString, GetMapName, GetMaterial, GetMeshName, GetMeshOrigin, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOverlayMaterial, GetRadarInfoClass, getReceiveDamageRadius, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, getSocket, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HavokActivate, HavokCollisionGroupChange, HavokGetAngularVelocity, HavokGetCenterOfMass, HavokGetLastTracedBone, HavokGetLinearVelocity, HavokGetPosition, HavokGetState, HavokImpartCOMImpulse, HavokImpartForce, HavokImpartImpulse, HavokImpartLinearForceAll, HavokIsActive, HavokReturnSkeletalActorToAnimationSystem, HavokSetAngularDamping, HavokSetAngularVelocity, HavokSetBlocking, HavokSetCOM, HavokSetGameTickForce, HavokSetLinearDamping, HavokSetLinearVelocity, HavokSetLinearVelocityAll, HavokSetPosition, HavokSetRotation, HavokSlowSetCollisionEnabled, HavokUpdateState, Hide, HitWall, HurtRadius, InterruptSound, IsAnimating, IsInPain, IsInVolume, IsOverlapping, IsPlayingLIPSincAnim, IsTweening, KilledBy, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LocalizeMapText, LockRootMotion, LoopAnim, LostChild, makeDormant, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, nearbyControlledPawns, NearSpot, OnGameStarted, OnHidden, OnlyAffectPawns, onMessage, OnOptimizedIn, OnOptimizedOut, OnShown, OptimizeIn, OptimizeOut, PauseSound, PhysicsVolumeChange, PlayAnim, PlayAnimAdditive, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayLoopedSound, PlayMusic, PlayOwnedSound, PlayScriptedAnim, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PostTeleport, PostTouch, PreBeginPlay, PrecacheSpeech, PreScriptedTextureRendered, PreTeleport, PreTrigger, processHurtRadiusVictim, ProjectileTouch, RadiusActors, registerClientMessage, registerMessage, RegisterNotifyGameStarted, RenderOverlays, RenderTexture, ReplaceText, Reset, ResumeSound, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShallowCopyMaterial, ShouldActorsBlockSplash, ShouldProjectileHit, Show, Spawn, SpecialHandling, StartInterpolation, staticActorLabel, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, SuggestFallVelocity, TakeDamage, TestMove, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEffectEvent, TriggerEvent, TweenAnim, UnClock, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddTorque, unifiedAddVelocity, unifiedGetAcceleration, unifiedGetCOMPosition, unifiedGetGravity, unifiedGetMass, unifiedGetNaturalCOMPosition, unifiedGetPosition, unifiedGetVelocity, unifiedSetAcceleration, unifiedSetAngularVelocity, unifiedSetMass, unifiedSetPosition, unifiedSetRotation, unifiedSetVelocity, UnTouch, UnTrigger, UnTriggerEffectEvent, UnTriggerEvent, UpdateAttachmentLocations, UpdatePrecacheRenderData, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange


Constants Detail

MAX_RESPAWN_VEHICLES_DEFINE Source code

const MAX_RESPAWN_VEHICLES_DEFINE = 10;


Variables Detail

bases Source code

var array<BaseInfo> bases;

bNoMoreCarryables Source code

var bool bNoMoreCarryables;

bSensorGridFunctional Source code

var bool bSensorGridFunctional;

bWonLastRound Source code

var bool bWonLastRound;

detectedEnemies Source code

var private Array<Rook> detectedEnemies;

detectedFriendlies Source code

var private Array<Rook> detectedFriendlies;

lastUpdateTime Source code

var private float lastUpdateTime;

MAX_BASES Source code

var const int MAX_BASES;

MAX_RESPAWN_VEHICLES Source code

var const int MAX_RESPAWN_VEHICLES;

numPlayerStarts Source code

var int numPlayerStarts;

objectives Source code

var ObjectivesList objectives;

objectivesUpdateRate Source code

var float objectivesUpdateRate;

respawnBaseLocations[10] Source code

var Vector respawnBaseLocations[10];

respawnBaseNames[10] Source code

var string respawnBaseNames[10];

respawnBases[10] Source code

var BaseInfo respawnBases[10];

respawnVehicles[MAX_RESPAWN_VEHICLES_DEFINE] Source code

var Vehicle respawnVehicles[MAX_RESPAWN_VEHICLES_DEFINE];

score Source code

var int score;

sensorGrid Source code

var private Array<SensorTower> sensorGrid;

TeamIndex Source code

var int TeamIndex;

SensorSystem

sensorGridRate Source code

var(SensorSystem) float sensorGridRate;

TeamInfo

altBaseDeviceIllumMaterial Source code

var(TeamInfo) Material altBaseDeviceIllumMaterial;
An alternate material used for self-illumination on Base Devices owned by this team; if specified, overrides baseDeviceIllumMaterial

altOwnershipMaterial Source code

var(TeamInfo) Material altOwnershipMaterial;
An alternate material used for the ownership badge on Base Devices owned by this team; if specified, overrides ownershipMaterial

assaultShipSkin Source code

var(TeamInfo) Material assaultShipSkin;

baseDeviceIllumMaterial Source code

var(TeamInfo) Material baseDeviceIllumMaterial;
The material used for self-illumination on Base Devices owned by this team

buggySkin Source code

var(TeamInfo) Material buggySkin;

combatRoleData Source code

var(TeamInfo) Array<RoleData> combatRoleData;

localizedName Source code

var(TeamInfo) localized string localizedName;

onlyDamagedByTeam Source code

var(TeamInfo) TeamInfo onlyDamagedByTeam;
Only the specified team will be able to damage members of this team.

ownershipMaterial Source code

var(TeamInfo) Material ownershipMaterial;
The material used for the ownership badge on Base Devices owned by this team

podSkin Source code

var(TeamInfo) Material podSkin;

RelativeEnemyHighlightColor Source code

var(TeamInfo) color RelativeEnemyHighlightColor;

RelativeEnemyTeamColor Source code

var(TeamInfo) color RelativeEnemyTeamColor;

RelativeFriendlyHighlightColor Source code

var(TeamInfo) color RelativeFriendlyHighlightColor;

RelativeFriendlyTeamColor Source code

var(TeamInfo) color RelativeFriendlyTeamColor;

tankSkin Source code

var(TeamInfo) Material tankSkin;

TeamColor Source code

var(TeamInfo) color TeamColor;

TeamHighlightColor Source code

var(TeamInfo) color TeamHighlightColor;

territoryTendrilColor Source code

var(TeamInfo) Color territoryTendrilColor;
Color of this team's terriory capture tendril


Structures Detail

RoleData Source code

struct RoleData
{
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 armor
armsMesh:
The arms used for the characters with this role when playing for this team
femaleJetpack:
The jetpack mesh used for female characters with this role when playing for this team
femaleMesh:
The mesh used for female characters with this role when playing for this team
jetpack:
The jetpack used for characters with this role when playing for this team
mesh:
The mesh used for characters with this role when playing for this team
role:
The role that this data applies to


Functions Detail

addBase Source code

function addBase ( BaseInfo base) )

addTeamSensor Source code

function addTeamSensor ( SensorTower newTeamSensor) )

addVehicleRespawn Source code

function addVehicleRespawn ( Vehicle respawnVehicle) )

evaluatePlayerStarts Source code

function evaluatePlayerStarts ( ) )

GetArmorIconForRole Source code

simulated function Material GetArmorIconForRole ( class<CombatRole> c) )

getArmsMeshForRole Source code

simulated function Mesh getArmsMeshForRole ( class<CombatRole> c) )

GetHumanReadableName Source code

simulated function String GetHumanReadableName ( ) )

getJetpackForRole Source code

simulated function Jetpack getJetpackForRole ( Actor ownerActor, class<CombatRole> c, bool bIsFemale) )

getMeshForRole Source code

simulated function Mesh getMeshForRole ( class<CombatRole> c, bool bIsFemale) )

getNumRespawnBases Source code

simulated function int getNumRespawnBases ( ) )

getNumVehicleRespawns Source code

simulated function int getNumVehicleRespawns ( ) )

isFriendly Source code

simulated function bool isFriendly ( TeamInfo t) )

isFriendlyRook Source code

function bool isFriendlyRook ( Rook r) )

numActivePlayers Source code

function int numActivePlayers ( ) )

numPlayers Source code

function int numPlayers ( ) )

numTotalLives Source code

function int numTotalLives ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

removeBase Source code

function removeBase ( BaseInfo base) )

removeTeamSensorSensorTower Source code

function removeTeamSensorSensorTower ( SensorTower oldTeamSensor) )

removeVehicleRespawn Source code

function removeVehicleRespawn ( Vehicle respawnVehicle) )

sensorGridFunctional Source code

function bool sensorGridFunctional ( ) )

sensorIsFriendlyRook Source code

function bool sensorIsFriendlyRook ( Rook r) )

Tick Source code

function Tick ( float Delta) )

tickSensors Source code

native function tickSensors ( )

UpdatePrecacheRenderData Source code

simulated function UpdatePrecacheRenderData ( ) )

updateSensors Source code

event updateSensors ( ) )

updateTeamMemberSensorInfo Source code

function updateTeamMemberSensorInfo ( PlayerCharacterController pcc) )

validRespawnBaseIndex Source code

simulated function bool validRespawnBaseIndex ( int index) )

validVehicleRespawnIndex Source code

simulated function bool validVehicleRespawnIndex ( int index) )


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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Creation time: st 23.5.2018 00:10:35.266 - Created with UnCodeX