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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
bool | bNoMoreCarryables
bool | bSensorGridFunctional
bool | bWonLastRound
Array<Rook> | detectedEnemies
Array<Rook> | detectedFriendlies
float | lastUpdateTime
int | MAX_BASES
int | MAX_RESPAWN_VEHICLES
int | numPlayerStarts
ObjectivesList | objectives
float | objectivesUpdateRate
Vector | respawnBaseLocations[10]
string | respawnBaseNames[10]
BaseInfo | respawnBases[10]
Vehicle | respawnVehicles[MAX_RESPAWN_VEHICLES_DEFINE]
int | score
Array<SensorTower> | sensorGrid
int | TeamIndex
SensorSystem
float | sensorGridRate
TeamInfo
Material | altBaseDeviceIllumMaterial
Material | altOwnershipMaterial
Material | assaultShipSkin
Material | baseDeviceIllumMaterial
Material | buggySkin
Array<RoleData> | combatRoleData
string | localizedName
TeamInfo | onlyDamagedByTeam
Material | ownershipMaterial
Material | podSkin
color | RelativeEnemyHighlightColor
color | RelativeEnemyTeamColor
color | RelativeFriendlyHighlightColor
color | RelativeFriendlyTeamColor
Material | tankSkin
color | TeamColor
color | TeamHighlightColor
Color | territoryTendrilColor

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
|  | addBase (BaseInfo base))
|  | addTeamSensor (SensorTower newTeamSensor))
|  | addVehicleRespawn (Vehicle respawnVehicle))
|  | evaluatePlayerStarts ()))
| Material | GetArmorIconForRole (class<CombatRole> c))
| Mesh | getArmsMeshForRole (class<CombatRole> c))
| String | GetHumanReadableName ()))
| Jetpack | getJetpackForRole (Actor ownerActor, class<CombatRole> c, bool bIsFemale))
| Mesh | getMeshForRole (class<CombatRole> c, bool bIsFemale))
| int | getNumRespawnBases ()))
| int | getNumVehicleRespawns ()))
| bool | isFriendly (TeamInfo t))
| bool | isFriendlyRook (Rook r))
| int | numActivePlayers ()))
| int | numPlayers ()))
| int | numTotalLives ()))
|  | PostBeginPlay ()))
|  | removeBase (BaseInfo base))
|  | removeTeamSensorSensorTower (SensorTower oldTeamSensor))
|  | removeVehicleRespawn (Vehicle respawnVehicle))
| bool | sensorGridFunctional ()))
| bool | sensorIsFriendlyRook (Rook r))
|  | Tick (float Delta))
|  | tickSensors ()
|  | UpdatePrecacheRenderData ()))
|  | updateSensors ()))
|  | updateTeamMemberSensorInfo (PlayerCharacterController pcc))
| bool | validRespawnBaseIndex (int index))
| bool | 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