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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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