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Core.Object | +-- Engine.Actor | +-- Engine.Info | +-- Engine.ReplicationInfo | +-- Engine.GameReplicationInfo
UTGameReplicationInfo
Variables Summary | |
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bool | bMatchHasBegun |
bool | bMatchIsOver |
bool | bStopCountDown |
int | ElapsedTime |
class<GameInfo> | GameClass |
int | GoalScore |
array<PlayerReplicationInfo> | InactivePRIArray |
array<PlayerReplicationInfo> | PRIArray |
int | RemainingMinute |
int | RemainingTime |
array<TeamInfo> | Teams |
int | TimeLimit |
Actor | Winner |
GameReplicationInfo | |
string | ServerName |
Structures Summary |
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Inherited Structures from Engine.Info |
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KeyValuePair, PlayerResponseLine, ServerResponseLine |
Functions Summary | ||
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![]() | AddPRI (PlayerReplicationInfo PRI)) | |
![]() | EndGame ())) | |
![]() | bool | IsCoopMultiplayerGame ())) |
![]() | bool | IsMultiplayerGame ())) |
![]() | bool | OnSameTeam (Actor A, Actor B) |
![]() | PostBeginPlay ())) | |
![]() | ReceivedGameClass ())) | |
![]() | RemovePRI (PlayerReplicationInfo PRI)) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | Reset ())) | |
![]() | SetTeam (int Index, TeamInfo TI )) | |
![]() | bool | ShouldShowGore ())) |
![]() | StartMatch ())) | |
![]() | Timer ())) |
Variables Detail |
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Match is in progress (replicated)
Match is over (replicated)
If true, stop RemainingTime countdown
Used for counting down time in time limited games
Class of the server's gameinfo, assigned by GameInfo.
Replicates scoring goal for this match
This list mirrors the GameInfo's list of inactive PRI objects
Array of all PlayerReplicationInfos, maintained on both server and clients (PRIs are always relevant)
Used for counting down time in time limited games
Used for counting down time in time limited games
Replicated list of teams participating in this match
Replicates time limit for this match
Match winner. Set by gameinfo when game ends
Name of the server, i.e.: Bob's Server.
Functions Detail |
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Called on the server when the match is over Network - Server and Client (Via ReplicatedEvent)
Is the current gametype a coop multiplayer game?
Is the current gametype a multiplayer game?
Checks to see if two actors are on the same team.
@return true if they are, false if they aren't
Called when the GameClass property is set (at startup for the server, after the variable has been replicated on clients)
Assigns the specified TeamInfo to the location specified.
@param Index location in the Teams array to place the new TeamInfo.
@param TI the TeamInfo to assign
Should players show gore?
Called on the server when the match has begin Network - Server and Client (Via ReplicatedEvent)
Defaultproperties |
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defaultproperties { TickGroup=TG_DuringAsyncWork bStopCountDown=true RemoteRole=ROLE_SimulatedProxy bAlwaysRelevant=True } |
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