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User:Crusha/UltimateMappingTools/UltimateONSFactory

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by Crusha K. Rool, thanks to iwanpompier for help at getting the radar to work.

UT2004 Object >> Actor >> SVehicleFactory >> ONSVehicleFactory >> UltimateONSFactory (custom)

An ONS-mapper's jack of all trades device. This allows the mapper to tweak the vehicle balance of the match right down to the last detail. Allows to specify an individual vehicle list for both teams from which the next vehicle can be chosen randomly. Each individual vehicle entry in a list can be further modified, also with the ability to track the vehicle on the RadarMap.


Variables

Property group 'Events'

Tag

Type: name

Triggering the factory will enable it, i.e. set bEnabled to True.

UnTriggering it will disable it, i.e. setting it to False.

Event

Type: name

The default event is triggered whenever a vehicle is spawned by this factory.

PreSpawnEvent

Type: name

This is triggered before the vehicle spawns, when the SpawnBuildEffect is played. (see PreSpawnTime)

VehicleDestroyedEvent

Type: name

Triggered whenever a vehicle that was spawned by this factory gets destroyed.


Property group 'ONSVehicleFactory'

BlueTeamRotation

Type: int

If bReverseBlueTeamDirection, the vehicle will not turn by 180° for the blue team, but by this value. Negative values will rotate in the opposite direction.

8192 = 45°; 16384 = 90°; 32768 = 180°; etc..


Property group 'UltimateVehicleFactory'

bUseStaticTeams

Type: bool

The factory will not belong to the team that controls the closest team, but to the predefined team. If the other team holds the node, then this factory won't spawn any vehicles for that team.

StaticTeamNum

Type: byte

The factory will only work for this team.

0= red, 1= blue, 255= neutral/none

bIndependentFactory

Type: bool

The closest PowerNode or Core has no influence on this factory's activity or teamnumber. It will spawn the vehicles right away, even if the closest Node is disabled. The teamnumber of the vehicle will be the StaticTeamNum. Neutral vehicles are possible too.

This property overrides bUseStaticTeams.

bRandomFlip

Type: bool

If the spawned vehicle is neutral (because of bIndependentFactory), then there is a 50:50 chance that the spawned vehicle uses the BlueTeamRotation.

NotLockedForTeam

Type: byte

The spawned vehicle is ALWAYS locked for the team that is NOT entered here. This is mainly a hack for AS_MinigunTurrets, use this with them to keep them closed.

255 is normal ONS, 0 will always lock this for Blue, 1 always for Red

Default value: 255

bEnabled

Type: bool

Whether the factory is enabled at the beginning or not.

bToggleTrigger

Type: bool

Instead of the Trigger/UnTrigger-functionality will this only react to TriggerEvents, which will toggle the factory between enabled and disabled.

bUniqueVehicle

Type: bool

The factory spawns only a limited number of vehicles, then it stops working for the rest of the round. The number of vehicles that can be spawned can be set via MaxVehicleCount.

PreSpawnTime

Type: float

How many seconds before the vehicle spawn the SpawnBuildEffect and PreSpawnEvent is triggered.

Default value: 2.0

bCrushable

Type: bool

Allows spawning over colliding actors. Means any player that is in the collision radius of the vehicle when the RespawnTime is over will be crushed.

RetrySpawnTime

Type: float

If not bCrushable and the spawn location is blocked, then try to spawn again after this many seconds.

Default value: 1.0

LinksetupException

Type: array<String>

Enter the name of a Linksetup to disable this factory when that Linksetup is active. Leave this array empty to enable the factory for all Linksetups.

VehicleListRed

Type: array<SpawnedVehicleProperties>

List of vehicles that are available for spawn if the red team has the factory or it's a neutral independent factory.

VehicleListBlue

Type: array<SpawnedVehicleProperties>

List of vehicles that are available for spawn if the blue team has the factory.


Struct 'SpawnedVehicleProperties'

Vehicle

Type: class<Vehicle>

The class of the vehicle to spawn.

SpawnEffectSize

Type: enum<ESpawnSize>

Size of the SpawnEffect to use with this vehicle.

Health

Type: int

Health value that the spawned vehicle should have. 0 uses the vehicle's default health.

bEjectDriver

Type: bool

Eject the driver when the vehicle gets destroyed instead of killing him.

bSpawnProtected

Type: bool

Vehicle can't be damaged before it has been possessed.

bEnterringDoesNotUnlock

Type: bool

Vehicle is not unlocked to enemies when a player enters it.

bTrackVehicleOnRadar

Type: bool

The vehicle's location will be shown in realtime on the RadarMap.

RadarVisibleToTeam

Type: byte

The vehicle will be shown on the Radar to 255= both teams; 0= own team; 1= enemy team

RadarVisibleToHijack

Type: byte

When being hijacked, vehicle will be shown on the Radar to 255= both teams; 0= old owner team; 1= hijacker team

RadarOwnerUpdateTime

Type: float

How many seconds have to pass before the location of vehicle is updated for the owning team.

RadarEnemyUpdateTime

Type: float

Same as above, just for enemies.

RadarTexture

Type: Material

This image will represent the vehicle on the Radar.

RadarTextureScale

Type: float

The image will be scaled by this factor.