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Legacy:FortStandard

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Revision as of 22:33, 22 February 2004 by Ben2500 (Talk)

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UT :: Actor (UT) >> Pawn (UT) >> StationaryPawn >> FortStandard

This actor marks objectives in an Assault type map. See Mapping For AS (UT).

You need to make this in your assault levels to make them work.

To make the time limit for your assault level you need to open the last FortStandard's properties and select defense time and put what ever you want the time limit to be for your level.

You will need to plan and build your level before using this actor. Once you have built your level place a FortStandard VERY CLOSE to the objective, as there are two ways to trigger this actor: damage and touch. First a list of all the actor specific variables you will need to be familiar with:

Properties

bFinalFort 
When this objective has been triggered, the mission will end.
bFlashing 
When damage is taken, the fort standard will flash. Not sure what the damage threshold for this is.
bForceRadius 
If true, bots will charge when they are within a specified radius.
bSayDestroyed 
Bots will use a voicepack recording if they have accomplished this objective.
bSelfDisplayed 
If true, the fort standard will be visible as a small flag in game. Almost always set false.
bTriggerOnly 
Set to true if you want the objective to be triggered by touch instead of damage.
ChargeDist 
This is the distance from which bots will begin charging if bForceRadius is set true.
DamageEvent 
This has several slots for calling multiple events. Similar to a Dispatcher.
DmgEventThreshold 
The amount of damage that is needed to trigger DamageEvent. Different damage amounts can be set for different events.
DefensePriority 
In which order bots should defend the objectives. The higher the number, the higher the Priority. I have no idea if there is a limit to the amount of objectives, or how big a number to put here. I do know that you can only place seven objectives in the AssaultInfo actor. (Explained later)
DefenseTime 
Simply the amount of time in minutes that players have to complete the level. The default value is ten, meaning ten minutes. But I have found out by fiddling that if you have different values in this field for each FortStandard, the engine will take the highest value as the intended game time limit
DestroyedMessage 
This is the message to be shown when objective is destroyed. Used in combination with the FortName value.
EndCamTag 
Tag of the SpectatorCam you are using as an end camera. I do not know if each standard needs this or if it is only the final.
FallBackFort 
The tag of the fort which defenders should fall back to. I would recommend leaving this blank, and utilizing the DefensePriority property to indicate for the bots where to go.
FortName 
Name of the objective. Will be shown with the destroyed message.
NearestPathNodeTag 
The Tag of the nearest PathNode looking in the direction of the attackers (see Match These Tags for more information). Bots should reach this node before they reach the FortStandard.

Discussion

SabbathCat : Hey Mango, nice work collating. Hope you stick around a while to add some more, definitely a pro already with WIKI mark-up. I added the pathnode tag thing. As observed from a fair few AS maps from Epic. :)

Tarquin: Nice stuff, but should maybe be moved to Mapping For AS (UT)? :)

King Mango: Yup will do. New here, but am getting the hang of the method. Thanks guys :D!!

Tarquin: the props list says set DefenseTime to the same value for each one, but the top paragraphs say you only need to set it for the final Standard. Which is true?

MythOpus: I believe you only have to set the time in the AssaultInfo... or at least, thats how I remember it. I'ts been so long O_o

King Mango I have found out by experimentation regarding the correct info for DefenseTime. Page reflects changes.

SabbathKatze: Do the Damage Events actually work? I've tried linking them to both a Movers Tag and Event, and neither seems to fire them off. :S?

King Mango My apologies, I misinformed as to defense priority. It has been fixed. Couldn't figure out why my bots kept trying to attack and defend from the second objective as I was playtesting. Then changed the values, and batta-boom, batta-bing, they are working fine.