Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 |
/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class PlayerCollectorGame extends GameInfo; /** The number of clients that are expected to join before we seamless travel */ var int NumberOfClientsToWaitFor; /** URL of the actual game to travel to when all clients join */ var string URLToLoad; event PlayerController Login(string Portal, string Options, const UniqueNetID UniqueID, out string ErrorMessage) { local PlayerController PC; // perform default behavior to maket he controller PC = super.Login(Portal, Options, UniqueID, ErrorMessage); // if the PC failed to login, don't use it if (PC == none) { return none; } // handle the server starting up if (NumberOfClientsToWaitFor == 0) { // default to waiting on one client NumberOfClientsToWaitFor = GetIntOption(Options, "NumClients", 1); URLToLoad = ParseOption(Options, "SubMap"); URLToLoad = URLToLoad $ "?game=" $ ParseOption(Options, "SubGame"); } else { NumberOfClientsToWaitFor--; } // when everyone has joined, seamless travel to the actual map if (NumberOfClientsToWaitFor == 0) { `log("SEAMLESS TRAVELING TO " $ URLToLoad); WorldInfo.SeamlessTravel(URLToLoad, true, ); } return PC; } event GetSeamlessTravelActorList(bool bToEntry, out array<Actor> ActorList) { // add nothing we just want to start from scratch in this case } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |