Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

Legacy:LocationID

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 21:45, 8 April 2019 by SeriousBarbie (Talk | contribs) (+default value of this radius is zero)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT :: Actor (UT) >> Keypoint (UT) >> LocationID (Package: Engine)

(Written "locationid" (all lowercase) in the actor browser even though it's declared as "LocationID" in the script. Never mind that.)

A LocationID actor simply overrides a ZoneInfo_(UT)'s ZoneName property within a local volume. This is a sphere whose size is given by the Radius property. The default value of this radius is zero, so it has to be adjusted after placing a LocationID. The collision cylinder plays no part.

Used for specifying a different name (which is displayed in the ScoreBoard and when using the TeamSay command) for parts of a zone.

Using LocationIDs is advisable where using a Zone's ZoneName property isn't possible (in open areas where zoning doesn't make sense, for instance). The downside of using a LocationID is that it takes the game up to two seconds to realize that a player has entered its radius, so the location info will lag a bit (most noticably when looking at the scoreboard).

Note: A great example of the use of this is CTF-LavaGiant, where all the ridges are named, despite each base being one large zone (actually two, upper and lower, but that is unrelated so I'm ignoring it ;-)).

Properties[edit]

LocationName 
The name of this particular place.
Radius 
The size of this place specified as the radius of a sphere.