Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Difference between revisions of "Legacy:Team Number"
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==Force Team Spawing== | ==Force Team Spawing== | ||
− | In Team Deathmatch, PlayerStart.TeamNumber properties are ignored during player spawning. This is because the gametype uses DM maps, which aren't team based, and therefore normally have no team-designated PlayerStarts. However, this can be overridden with a custom Actor that alters [[Legacy:TeamGame|TeamGame]] during PreBeginPlay(). To implement this code in your map, [[Legacy:Create A Subclass|Create A Subclass]] and use the following code. | + | In Team Deathmatch, [[Legacy:PlayerStart|PlayerStart]].TeamNumber properties are ignored during player spawning. This is because the gametype uses DM maps, which aren't team based, and therefore normally have no team-designated PlayerStarts. However, this can be overridden with a custom Actor that alters [[Legacy:TeamGame|TeamGame]] during PreBeginPlay(). To implement this code in your map, [[Legacy:Create A Subclass|Create A Subclass]] and use the following code. |
===TeamSpawn=== | ===TeamSpawn=== | ||
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+ | {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> TeamSpawn (custom)}} | ||
<uscript> | <uscript> |
Revision as of 19:29, 28 December 2005
Contents
Overview
In the Unreal series of games, teams in team games (CTF, DOM etc) are all assigned a number. This number corresponds to their color, and is used inside of some gametypes to do things like Bot Support, with settings on GameObjectives, etc., PlayerStart assignment and just about everything else team-related.
Team Number Index
The team indexes are as follows:
Number | Color |
0 | Red |
1 | Blue |
2 | Green |
3 | Yellow/Gold |
255 | No Team |
Notes
- On some GameObjectives, properties are defined as Defender TeamIndex or Attacker Team Index.
- In UT2003, there's only support for two teams, red and blue, so 2, 3 and 255 won't mean anything. ... 255 is used in some Epic 2003 classes to mean "no team" or Neutral.
- A setting of "no team" can mean "no team" or "all teams" depending on the context. A Pawn or Controller with "no team" is everyone's enemy. A playerstart with "no team" is availible to all players.
- In team games, players with "no team" will be autoassigned to a team.
- We're not sure what the indexes were in Unreal 1.
Force Team Spawing
In Team Deathmatch, PlayerStart.TeamNumber properties are ignored during player spawning. This is because the gametype uses DM maps, which aren't team based, and therefore normally have no team-designated PlayerStarts. However, this can be overridden with a custom Actor that alters TeamGame during PreBeginPlay(). To implement this code in your map, Create A Subclass and use the following code.
TeamSpawn
//============================================================================= // TeamSpawn. // Forces player spawning based on PlayerStart -> TeamNumber if a Team Game. //============================================================================= class TeamSpawn extends Actor placeable; var() bool bForceTeamSpawn ; // Will check PlayerStart -> TeamNumber simulated function PreBeginPlay() { if ( bForceTeamSpawn ) if ( Level != None && Level.Game != None && Level.Game.IsA('TeamGame') ) TeamGame( Level.Game ).bSpawnInTeamArea = true; Super.PreBeginPlay(); Destroy(); }
Related Topics
Discussion
DarkArchangel: Sorry, but I'm quite unfamiliar with 'editing' pages like this. I'm also new to the UnrealEd, and i got stuck in my TDM level, because the spawn points got mixed up. Then I saw this script, but because I'm very new to UnrealEd, I haven't got any idea how to implement that script into my level. Do you think one of you could one of you explain it step to step to me? I would be really thankfull for that.
SuperApe: I hope this long overdue update and refactor helps DarkArchangel out. :)