I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

Difference between revisions of "User:Crusha/UltimateMappingTools"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
m (Added link to VIPlayerEventGate)
(Added a few new actors)
Line 2: Line 2:
  
 
==About this site==
 
==About this site==
This site is dedicated to my upcoming toolset for Unreal Tournament 2004, formerly known as '''UltimateONSTools'''. It serves as a documentation to the toolset and will explain the effects of each variable in each actors. A separate page gives some examples of how the contents of this set can be put to use.
+
This site is dedicated to my upcoming toolset for Unreal Tournament 2004, formerly known as '''UltimateONSTools'''. It serves as a documentation to the tool set and will explain the effects of each variable in each actors. A separate page gives some examples of how the contents of this set can be put to use.
  
 
Please do not apply any changes on this site, I will maintain it on my own. Use the discussion page for feedback.
 
Please do not apply any changes on this site, I will maintain it on my own. Use the discussion page for feedback.
  
 
==Motivation==
 
==Motivation==
First I just wanted to create a VehicleFactory for ONS that allows the mapper to configure more than he can with the default one. It worked fine, but then I wanted to have even more control as a mapper about the gameflow by considering which PowerNodes in ONS are captured by a team and which are not.
+
First I just wanted to create a VehicleFactory for ONS that allows the mapper to configure more than he can with the default one. It worked fine, but then I wanted to have even more control as a mapper about the game flow by considering which PowerNodes in ONS are captured by a team and which are not.
The idea itself grew when I saw UT3's ''Kismet'' and decided to create something for all UT2004-mappers that gives them somewhat similar influence about gameflow.
+
The idea itself grew when I saw UT3's ''Kismet'' and decided to create something for all UT2004-mappers that gives them somewhat similar influence about what happens during the match.
 
In the end I came to a point where I wanted to gather everything that a mapper could ever wish to use in map in this set - one single .u-file that every mapper should add to his EditPackages list and be happy. :)
 
In the end I came to a point where I wanted to gather everything that a mapper could ever wish to use in map in this set - one single .u-file that every mapper should add to his EditPackages list and be happy. :)
  
Line 14: Line 14:
 
There would be no use in recreating something that has been done by other coders already. And because we are one big community, I asked other coders if I could use some of their work here, especially such things that exist not in their own .u-file.
 
There would be no use in recreating something that has been done by other coders already. And because we are one big community, I asked other coders if I could use some of their work here, especially such things that exist not in their own .u-file.
 
They were very friendly, especially Wormbo. Half of the things in this pack come from him!
 
They were very friendly, especially Wormbo. Half of the things in this pack come from him!
The actors from other coders have been renamed for this toolset to avoid conflicts with the originals. Most actors from Jailbreak has been renamed from "JBxyz" to "UTxyz" (because UT stands for UltimateTools :P), only a few remained "Ultimate".
+
The actors from other coders have been renamed for this toolset to avoid conflicts with the originals. Most actors from Jailbreak have been renamed from "JBxyz" to "UTxyz" (because UT stands for UltimateTools :P), only a few remained "Ultimate".
  
  
Line 40: Line 40:
  
 
See [[User:Crusha/UltimateMappingTools/UltimateONSFactory|this page]] for more informations about this actor.
 
See [[User:Crusha/UltimateMappingTools/UltimateONSFactory|this page]] for more informations about this actor.
 +
  
  
Line 87: Line 88:
  
 
[[User:Crusha/UltimateMappingTools/LogicGate#LogicalXOR|LogicalXOR]]
 
[[User:Crusha/UltimateMappingTools/LogicGate#LogicalXOR|LogicalXOR]]
 +
  
  
Line 144: Line 146:
  
 
Enter the probability in percent with that the normal Event shall be untriggered. (That means this percentage is used if the actor gets untriggered)
 
Enter the probability in percent with that the normal Event shall be untriggered. (That means this percentage is used if the actor gets untriggered)
 +
  
  
Line 183: Line 186:
  
 
See [[User:Crusha/UltimateMappingTools/InstigatorModifier|this page]] for more informations about this actor.
 
See [[User:Crusha/UltimateMappingTools/InstigatorModifier|this page]] for more informations about this actor.
 +
 +
 +
 +
==LockerWeaponsPlayerStart==
 +
by Crusha K. Rool, basing on the SpawnWithLockerWeapons-Mutator by Wormbo
 +
{{infobox class
 +
| class  = LockerWeaponsPlayerStart
 +
| parent1 = TriggeredPlayerStart
 +
| parent2 = PlayerStart
 +
| parent3 = SmallNavigationPoint
 +
| parent4 = NavigationPoint
 +
| parent5 = Actor
 +
| parent6 = Object
 +
| game    = UT2004
 +
| engine  = UE2
 +
| custom  = yes
 +
}}
 +
 +
This PlayerStart equips the spawning player with the weapons from the closest WeaponLocker in the specified range.
 +
 +
===Property group 'LockerWeaponsPlayerStart'===
 +
====LockerDistance====
 +
'''Type:''' [[float]]
 +
 +
The player will spawn with the weapons from the closest WeaponLocker within this distance.
 +
 +
====bAlwaysRefreshClosestLocker====
 +
'''Type:''' [[bool]]
 +
 +
Enabling this will perform a check to find the closest Locker every time a player respawns. This allows to always use the closest Locker in case that this PlayerStart is attached to a Mover and moves away from it's initial location.
 +
 +
However, performing the check is processing intense, so you should disable this if the PlayerStart is not attached to a Mover. Keep in mind that attaching it to a Mover might also break bot paths.
 +
 +
 +
====bAlwaysRefreshClosestLocker====
 +
'''Type:''' [[class]]<[[UE2:WeaponLocker (UT2004)|WeaponLocker]]>
 +
 +
'''[[Variables#Modifiers|Modifiers]]:''' [[EdFindable]]
 +
 +
Always use the locker that is specified here. Search for a locker in radius at runtime if none is specified. Overrides bAlwaysRefreshClosestLocker.
 +
 +
 +
 +
==EnhancedLevelGameRules==
 +
created mainly by Wormbo
 +
{{infobox class
 +
| class  = EnhancedLevelGameRules
 +
| parent1 = LevelGameRules
 +
| parent2 = Info
 +
| parent3 = Actor
 +
| parent4 = Object
 +
| game    = UT2004
 +
| engine  = UE2
 +
| custom  = yes
 +
}}
 +
 +
Additionally to the functionality of the normal LevelGameRules, this one can also forbid certain Mutators in the map. That way can a leveldesigner override the Server Mutators completely.
 +
 +
However, in order to prevent major abuse, this actor will not disable Mutators with the GroupName 'Security', like Anti-TCC, UTSecure, etc.
 +
 +
===Property group 'EnhancedLevelGameRules'===
 +
====NotAllowedMutator====
 +
'''Type:''' [[array]]<[[name]]>
 +
 +
The Mutators in this array are not allowed in this particular map.
 +
 +
===Author comments===
 +
Again, this actor relies on the good will of the mapper. It could be used to disable all Mutators (except Security Mutators) on it, but in the end would no server host a map that radically disables all of it's Mutators on it. The actor will write each Mutator that gets disabled by it to the log and explains what disabled it, so Admins know what's going on if they check it.
 +
 +
This thing is thought to disable Mutators that have serious impacts on the playability of the map, for example the Vehicle Stunts Mutator in order to prevent vehicles from climbing all mountains in a map.
 +
 +
 +
 +
==OnlineCameraTextureClient==
 +
by Maabus
 +
{{infobox class
 +
| class  = OnlineCameraTextureClient
 +
| parent1 = CameraTextureClient
 +
| parent2 = Info
 +
| parent3 = Actor
 +
| parent4 = Object
 +
| game    = UT2004
 +
| engine  = UE2
 +
| custom  = yes
 +
}}
 +
 +
Works exactly the same way as a normal CameraTextureClient, just that this one will also display dynamic actors in netplay.
 +
 +
However, the camera will not change the way how an actor is considered relevant to the local client, that means you can only see things on the camera that are relevant to you at that time. See [http://web.archive.org/web/20060813220553/http://unreal.jall.org/tutorials/replication.html Relevant Actors] to find out how an actor gets relevant.
  
  
  
 
[[Category:Mapping tools]]
 
[[Category:Mapping tools]]

Revision as of 10:38, 9 June 2010

Introduction

About this site

This site is dedicated to my upcoming toolset for Unreal Tournament 2004, formerly known as UltimateONSTools. It serves as a documentation to the tool set and will explain the effects of each variable in each actors. A separate page gives some examples of how the contents of this set can be put to use.

Please do not apply any changes on this site, I will maintain it on my own. Use the discussion page for feedback.

Motivation

First I just wanted to create a VehicleFactory for ONS that allows the mapper to configure more than he can with the default one. It worked fine, but then I wanted to have even more control as a mapper about the game flow by considering which PowerNodes in ONS are captured by a team and which are not. The idea itself grew when I saw UT3's Kismet and decided to create something for all UT2004-mappers that gives them somewhat similar influence about what happens during the match. In the end I came to a point where I wanted to gather everything that a mapper could ever wish to use in map in this set - one single .u-file that every mapper should add to his EditPackages list and be happy. :)


There would be no use in recreating something that has been done by other coders already. And because we are one big community, I asked other coders if I could use some of their work here, especially such things that exist not in their own .u-file. They were very friendly, especially Wormbo. Half of the things in this pack come from him! The actors from other coders have been renamed for this toolset to avoid conflicts with the originals. Most actors from Jailbreak have been renamed from "JBxyz" to "UTxyz" (because UT stands for UltimateTools :P), only a few remained "Ultimate".


Note: In my actors can "red" and "blue" be considered static on the map, that means the mapper only has to think in a way like he would map for gametypes where the teams won't switch sides after reset. If the sides are swapped in ONS, then my actors will handle this automatically and work properly for the other team on that side of the map.


The Tools

UltimateONSFactory

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.


See this page for more informations about this actor.


EventGate

by Crusha K. Rool

UT2004 Object >> Actor >> Triggers >> EventGate (custom)
Known custom subclasses:
Crusha/UltimateMappingTools/LogicGate, Crusha/UltimateMappingTools/InstigatorModifier, Crusha/UltimateMappingTools/VIPlayerEventGate, Crusha/UltimateMappingTools/NodeDamageGate, Crusha/UltimateMappingTools/NodeEventDirector, Crusha/UltimateMappingTools/UnTriggerEventGate, Crusha/UltimateMappingTools/ScoreContainer, Crusha/UltimateMappingTools/RandomEventGate, Crusha/UltimateMappingTools/CountdownEventGate

The abstract base class of all custom actors that handle TriggerEvents and UnTriggerEvents. All subclasses have collision disabled because they only depend on triggering.


LogicGate

by Crusha K. Rool

UT2004 Object >> Actor >> Triggers >> EventGate >> LogicGate (custom)
Known custom subclass:
Crusha/UltimateMappingTools/LogicGate

The abstract base class of all logic gates. The only purpose of this class is to group the subclasses.


The following subclasses exist:

LogicalNOT

LogicalOR

LogicalAND

LogicalNOR

LogicalNAND

LogicalXOR


LinksetupEventGate

by Crusha K. Rool

UT2004 Object >> Actor >> Triggers >> EventGate >> LinksetupEventGate (custom)

When being triggered, this will only trigger the next Event, if the current Linksetup matches one of the ones specified in the array.

Property group 'LinksetupEventGate'

AllowedLinksetups

Type: array<String>

Add names of Linksetups to this list. The next Event will only get (un)triggered when the current Linksetup is equal to one in this list.


RandomEventGate

by Crusha K. Rool

UT2004 Object >> Actor >> Triggers >> EventGate >> RandomEventGate (custom)

Triggers the next Event with a probability that can be defined by the mapper. You can also set an alternative Event that is used instead, if the other one is not chosen.

Property group 'Events'

AlternativeEvent

Type: name

If this is set, then it will be (un)triggered if the normal Event fails.

Property group 'RandomEventGate'

TriggerProbability

Type: float

Enter the probability in percent with that the normal Event shall be triggered. (That means this percentage is used if the actor gets triggered)

UnTriggerProbability

Type: float

Enter the probability in percent with that the normal Event shall be untriggered. (That means this percentage is used if the actor gets untriggered)


VIPlayerEventGate

by Crusha K. Rool

UT2004 Object >> Actor >> Triggers >> EventGate >> VIPlayerEventGate (custom)

This receives an incoming (Un)TriggerEvent and performs several checks about the Instigator of this Event. It will (un)trigger the next Event, depending on what the result of the check is.


See this page for more informations about this actor.


InstigatorModifier

by Crusha K. Rool

UT2004 Object >> Actor >> Triggers >> EventGate >> InstigatorModifier (custom)

Changes the properties of the Pawn that triggered the Event to the specified ones.


See this page for more informations about this actor.


LockerWeaponsPlayerStart

by Crusha K. Rool, basing on the SpawnWithLockerWeapons-Mutator by Wormbo

UT2004 Object >> Actor >> NavigationPoint >> SmallNavigationPoint >> PlayerStart >> TriggeredPlayerStart >> LockerWeaponsPlayerStart (custom)

This PlayerStart equips the spawning player with the weapons from the closest WeaponLocker in the specified range.

Property group 'LockerWeaponsPlayerStart'

LockerDistance

Type: float

The player will spawn with the weapons from the closest WeaponLocker within this distance.

bAlwaysRefreshClosestLocker

Type: bool

Enabling this will perform a check to find the closest Locker every time a player respawns. This allows to always use the closest Locker in case that this PlayerStart is attached to a Mover and moves away from it's initial location.

However, performing the check is processing intense, so you should disable this if the PlayerStart is not attached to a Mover. Keep in mind that attaching it to a Mover might also break bot paths.


bAlwaysRefreshClosestLocker

Type: class<WeaponLocker>

Modifiers: EdFindable

Always use the locker that is specified here. Search for a locker in radius at runtime if none is specified. Overrides bAlwaysRefreshClosestLocker.


EnhancedLevelGameRules

created mainly by Wormbo

UT2004 Object >> Actor >> Info >> LevelGameRules >> EnhancedLevelGameRules (custom)

Additionally to the functionality of the normal LevelGameRules, this one can also forbid certain Mutators in the map. That way can a leveldesigner override the Server Mutators completely.

However, in order to prevent major abuse, this actor will not disable Mutators with the GroupName 'Security', like Anti-TCC, UTSecure, etc.

Property group 'EnhancedLevelGameRules'

NotAllowedMutator

Type: array<name>

The Mutators in this array are not allowed in this particular map.

Author comments

Again, this actor relies on the good will of the mapper. It could be used to disable all Mutators (except Security Mutators) on it, but in the end would no server host a map that radically disables all of it's Mutators on it. The actor will write each Mutator that gets disabled by it to the log and explains what disabled it, so Admins know what's going on if they check it.

This thing is thought to disable Mutators that have serious impacts on the playability of the map, for example the Vehicle Stunts Mutator in order to prevent vehicles from climbing all mountains in a map.


OnlineCameraTextureClient

by Maabus

UT2004 Object >> Actor >> Info >> CameraTextureClient >> OnlineCameraTextureClient (custom)

Works exactly the same way as a normal CameraTextureClient, just that this one will also display dynamic actors in netplay.

However, the camera will not change the way how an actor is considered relevant to the local client, that means you can only see things on the camera that are relevant to you at that time. See Relevant Actors to find out how an actor gets relevant.