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class USARDeathMatch extends BotDeathMatch config(USARBot); var array<USARVictim> Victims; var array<KVehicle> Vehicles; var array<AmbientSource> Sources; var array<RFIDTag> RFIDTags; var array<SEERPawn> SeerVictims; var array<VictRFIDTag> VictRFIDTags; var int SSTagsId; // SingleShotTags count var int MSTagsId; // MultiShotTags count var config bool bAutoId; var config bool bstats; var FileLog TagLog; var FileLog AdminLog; var USARComServer ComServer; //General purpose counter controlled by mouse wheel var int WheelCount; // This doesn't work anymore as balls are now spawned dynamically. function PostNetBeginPlay() { Super.PostNetBeginPlay(); // These 2 commands set: (game time) = (real time) // both for physics and game (timers, timestamps...). // In other words, now physics time, game time and // real time are in sync. Level.KarmaTimeScale = 0.99; Level.Game.SetGameSpeed(0.9); } function actor GetRobot(String name) { local string botName; local int i; for (i=0;i<Vehicles.length;i++) { botName = Vehicles[i].Controller.PlayerReplicationInfo.PlayerName; if (botName==name) return Vehicles[i]; } return None; } //We don't want UT bots running around the map! function bool NeedPlayers() { return False; } defaultproperties { BotServerClass=USARBotServer ComServerClass=USARComServer RemoteBotClass=USARRemoteBot GameName="USARSim Simulation" PlayerControllerClassName="USARBot.ViewTestPlayerController" HUDType="USARBot.USARHUD" bAllowVehicles=True GameReplicationInfoClass=Class'USARReplicationInfo' bAutoId=true bstats=true TimeLimit=0 SSTagsId=1000 } |
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