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UE2:PlayerSpawnManager (UT2004)

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UT2004 Object >> Actor >> Info >> PlayerSpawnManager

Contents

Package: 
UT2k4Assault
No known subclasses.

PlayerSpawnManager

In Assault Player.PlayerReplicationInfo.Team and PlayerStart.TeamNumber do not match! The SpawnManager makes the connection between the team number and the right PlayerStart Taking in account things like: - which team is attacking or defending - multiple (consecutively triggered or not) spawn areas - forced pawn class with specific spawn areas

How to use: - Add a PlayerSpawnManager for each Spawn area in the level - Due to the way UT handles playerstarts, you must have PlayerStart actors with TeamNumber=0 in the Level

Parameters are self explanatory

[edit] Properties

[edit] Property group 'PlayerSpawnManager'

[edit] AssaultTeam

Type: EPSM_AssaultTeam


[edit] bAllowTeleporting

Type: bool


Default value: True

[edit] bEnabled

Type: bool


Default value: True

[edit] DisabledVehicleFactoriesTag

Type: array<name>

Modifiers: editinline

Disable vehicle factories (and kill child)

[edit] ForcedPawnClass

Type: class<Pawn>


[edit] OverridePawnClass

Type: EPSM_ForcePossessPawn


Default value: EPSM_ForceDefaultPawnClass

[edit] PlayerStartTeam

Type: int

TeamNumber of the PlayerStart actors the manager is pointing to

[edit] Internal variables

[edit] BACKUP_bEnabled

Type: bool


[edit] Default values

Property Value
bNoDelete True
Style STY_Sprite

[edit] Enums

[edit] EPSM_AssaultTeam

EPSM_Attackers 
EPSM_Defenders 

[edit] EPSM_ForcePossessPawn

EPSM_None 
No Force..
EPSM_ForcedPawnClass 
Forces Pawn class override at spawn
EPSM_ForceDefaultPawnClass 
Forces controller to use his default Pawn Class when spawning

[edit] Functions

[edit] Events

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


[edit] Other instance functions

[edit] ApprovePlayerStart

singular function bool ApprovePlayerStart (PlayerStart P, byte Team, Controller Player)


[edit] PawnClassOverride

function string PawnClassOverride (Controller C, NavigationPoint NP, byte Team)


[edit] Reset

function Reset ()

Overrides: Actor.Reset


[edit] SetEnabled

function SetEnabled (bool bNewStatus)


[edit] UpdatePrecacheMaterials

simulated function UpdatePrecacheMaterials ()

Overrides: Actor.UpdatePrecacheMaterials


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