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UE2:PlayerSpawnManager (UT2004)
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Contents |
- Package:
- UT2k4Assault
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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
Modifiers: editinline
Disable vehicle factories (and kill child)
[edit] ForcedPawnClass
[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
Overrides: Actor.PostBeginPlay
[edit] Trigger
Overrides: Actor.Trigger
[edit] Other instance functions
[edit] ApprovePlayerStart
[edit] PawnClassOverride
[edit] Reset
Overrides: Actor.Reset
[edit] SetEnabled
[edit] UpdatePrecacheMaterials
Overrides: Actor.UpdatePrecacheMaterials
