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Assault

UT :: Actor (UT) >> Info (UT) >> GameInfo (UT) >> TournamentGameInfo >> DeathMatchPlus >> TeamGamePlus >> Assault (Package: BotPack)

Unreal Tournament's Assault game type. One team assaults a base guarded by the other team and has to fulfill a given number of tasks within limited time; the other team has to prevent that. After a round has ended (because the assaulting team has completed its mission or the time ran out), assaulters and defenders switch positions.

Assault games consist of two matches. The way Assault manages to remember which half it's in, despite completely reloading the map (and hence all the variables in the GameInfo (UT) or anywhere else in the map for that matter) is to save the variables to UnrealTournament.ini. These variables are loaded when the second match of the Assault game starts.

Properties

Config Properties

int Defenses
float SavedTime
The time the first team needed to win the match.
int NumDefenses
int CurrentDefender
The defending team's ID. (1 or 2)
bool bDefenseSet
bool bTiePartOne
string GameCode
A unique string used by stats logging to keep track of which games belong together.
int Part
The current part of the Assault game. 1 for the first match, 2 for the rematch.

Localized Properties

string AttackMessage
string DefendMessage
string TieMessage
string WinMessage
string ObjectivesMessage
string DefenderSuccess

Other Properties

TeamInfo (UT) Defender, Attacker
TeamInfos of attacking and defening team.
FortStandard Fort[16], BestFort
int Destroyer
int numForts
float LastIncoming
SpectatorCam EndCam
bool bAssaultWon
bool bFortDown
Pawn (UT) Leader[4]
Current leader of each team. (used by Bot (UT)s)

Methods

FallBackTo (name F, int Priority)
RemoveFort (FortStandard F, Pawn (UT) Instigator)
bool BestFortFor (Bot (UT) aBot, FortStandard oldFort, FortStandard currentFort)
FortStandard AttackFort (Bot (UT) aBot, out byte bMultiSame)
bool FindPathToFortFor (Bot (UT) aBot, Actor Dest)
bool SendBotToGoal (Bot (UT) aBot)
bool AttackOnlyLocalFort (Bot (UT) aBot)
bool WaitForPoint (Bot (UT) aBot)
Returns true when leader has died/respawned, and bots should wait for him to show back up before advancing instead of falling back to the start point.
ElectNewLeaderFor (Bot (UT) OldLeader)
bool HandleTieUp (Bot (UT) Bumper, Bot (UT) Bumpee)
bool NeverStakeOut (Bot (UT) Other)

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