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UnrealScript Commandlet (command-line applet) class.
Commandlets are executed from the ucc.exe command line utility, using the
following syntax:
UCC.exe package_name.commandlet_class_name [parm=value]...
for example:
UCC.exe Core.HelloWorldCommandlet
UCC.exe Editor.MakeCommandlet
In addition, if you list your commandlet in the public section of your
package's .int file (see Engine.int for example), then your commandlet
can be executed without requiring a fully qualified name, for example:
UCC.exe MakeCommandlet
As a convenience, if a user tries to run a commandlet and the exact
name he types isn't found, then ucc.exe appends the text "commandlet"
onto the name and tries again. Therefore, the following shortcuts
perform identically to the above:
UCC.exe Core.HelloWorld
UCC.exe Editor.Make
UCC.exe Make
It is also perfectly valid to call the Main method of a
commandlet class directly, for example from within the body
of another commandlet.
Commandlets are executed in a "raw" UnrealScript environment, in which
the game isn't loaded, the client code isn't loaded, no levels are
Core.Object | +-- Core.Commandlet
HelloWorldCommandlet, SimpleCommandlet
Constants Summary |
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Inherited Contants from Core.Object |
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MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient |
Variables Summary | |
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string | HelpCmd |
string | HelpDesc[16] |
string | HelpOneLiner |
string | HelpParm[16] |
string | HelpUsage |
string | HelpWebLink |
bool | IsClient |
bool | IsEditor |
bool | IsServer |
bool | LazyLoad |
bool | LogToStdout |
bool | ShowBanner |
bool | ShowErrorCount |
Inherited Variables from Core.Object |
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Class, Name, ObjectFlags, ObjectInternal[6], Outer |
Enumerations Summary |
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Inherited Enumerations from Core.Object |
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ESheerAxis |
Structures Summary |
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Inherited Structures from Core.Object |
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BoundingBox, BoundingVolume, Color, Coords, Guid, Plane, Rotator, Scale, Vector |
Functions Summary | ||
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int | Main (string Parms) |
Inherited Functions from Core.Object |
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!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, Abs, Asc, Atan, BeginState, Caps, Chr, Clamp, ClassIsChildOf, Cos, Cross, Disable, Dot, DynamicLoadObject, Enable, EndState, Exp, FClamp, FMax, FMin, FRand, GetAxes, GetEnum, GetPropertyText, GetStateName, GetUnAxes, GotoState, InStr, Invert, IsA, IsInState, Left, Len, Lerp, Localize, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, Rand, RandRange, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, Sin, Smerp, Sqrt, Square, StaticSaveConfig, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~= |
Variables Detail |
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// Command name to show for "ucc help".
// Command description to show for "ucc help".
// Parameters and descriptions for "ucc help".
// Usage template to show for "ucc help".
// Hyperlink for more info.
// Whether to load objects required in server, client, and editor context.
// Whether to load objects required in server, client, and editor context.
// Whether to load objects required in server, client, and editor context.
// Whether to load objects immediately, or only on demand.
// Whether to redirect log output to console stdout.
// Whether to show Unreal banner on startup.
// Whether to show standard error and warning count on exit.
Functions Detail |
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// Entry point.
Defaultproperties |
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defaultproperties { LogToStdout=True IsServer=True IsClient=True IsEditor=True LazyLoad=True ShowBanner=True } |
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