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UE2:PlayerSpawnManager (UT2004)

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UT2004 Object >> Actor >> Info >> PlayerSpawnManager

Contents

Package: 
UT2k4Assault

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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