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Paste #1074: FlyingGame.uc
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class FlyingGame extends UTDeathmatch; // Make sure no extra bots are spawned function bool NeedPlayers() { return false; } auto State PendingMatch { // Overloaded so we can start the game immediately, without having // to wait for non-existant players // All non-essesial code for a single player game has been stripped away function Timer() { global.Timer(); if (!InitialProcessingIsComplete()) { PlayStartupMessage(); return; } StartMatch(); PlayStartupMessage(); } } DefaultProperties { PlayerControllerClass=class'FlyingGame.FlyingController' //Acronym="DM" //MapPrefixes[0]="DM" Acronym="FG" MapPrefixes[0]="FG" //bLoggingGame=True // DefaultPawnClass=Class'UTGame.UTPawn' DefaultPawnClass=Class='FlyingGame.FlyingPawn' bPauseable=true // If it is a single player game, why not? bTeamGame=false // Ideally: everyone teamed up against me bLoggingGame=true // Should print out debug to the log file MaxPlayersAllowed=1 // Not a multiplayer game = only one player bWaitingToStartMatch=true // Don't start the bots before the player is logged in bPlayersVsBots=true // I was hoping this would stop them from attacking each other bQuickStart=true // skip the tedious waiting in network mode. It's a single player game }
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