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UE2:TeamVehicleFactory
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Revision as of 07:34, 10 May 2008 by SuperApe (Talk | contribs) (reset function is unnecessary (modified by author))
Contents
This custom actor really duplicates much of the functionality of the ONSVehicleFactory subclasses, but the big feature is that nearly any vehicle class can be spawned. Although this actor cannot display the selected vehicle class in the editor, it does offer added controls that mappers for VCTF or other vehicle gametypes might want.
Features[edit]
- The ability to spawn random vehicles from a list of vehicle classes
- The ability to spawn nearly any vehicle class in gametypes that allow vehicles
- The ability to trigger PreSpawn and (Post)Spawn events
- The option to allow the vehicle to spawn over and crush other actors
- The option to use this as either a triggerable or an automatic (timed) vehicle factory.
- Greater control over spawn timing
Notes[edit]
- If you use a TeamVehicleFactory "as is" in your custom map, please credit me in the readme file of the map. (SuperApe)
- You have to supply spawning effects and sounds, via ScriptedTrigger, Emitter and the like. This is meant to allow flexibilty in the ways you want vehicles to spawn. An example VCTF map posted on this UP Forum thread gives my suggestion for spawning particles and sound. (It appears similar to pickup spawning.)
- With bAutoSpawn on and without a PreSpawnTime of around 2 seconds, you run the risk of spawning a vehicle before headlights can be properly spawned at map start. Subsequent vehicles after map start will spawn headlights normally.
- Turrets that are spawned automatically get an AIController. They are auto turrets; firing at enemies, or if set to neutral (team 255), firing at any non-neutral controlled pawn it detects.
- The AS Spacefighters are spawned with a minimum velocity that makes them impractical to use. However, a custom launcher for these is easy to make with a TryToDrive() function.
- This has a slightly larger bBlocked check radius than ONSVehicleFactory. ( 1.33 : 1.25 )
Properties[edit]
Main[edit]
- int TeamNum
- Team Number to be set on spawn. 0= red, 1= blue, 255= neutral / none
- bool bPlayerControl
- Only player instigators can trigger.
- bool bAutoSpawn
- Will spawn at regular intervals. The triggering ability is disabled.
- int RespawnTime
- Interval to wait before AutoSpawning.
- name PreSpawnEvent
- Event to trigger before spawn.
- int PreSpawnTime
- Time before spawn to trigger event. Will begin event this many seconds before the factory is set to AutoSpawn.
- name SpawnEvent
- Event to trigger after spawn. A post spawn event.
- bool bCrushable
- Allow spawning over colliding actors. Note: Turrets will normally spawn in collision with other actors, spawned vehicles will generally move out of the way.
- int RetrySpawnTime
- Interval to wait if bBlocked.
- bool bRandomFlip
- Neutral vehicles may face backwards.
- bool bRandomSpawn
- Will spawn random vehicle class.
- struct class<Vehicle> SpawnedVehicle
- Selected random vehicle class.
- array<SpawnedVehicle> RandomVehicles
- List for random vehicle spawn.
Hidden[edit]
- bool bWaiting
- Waiting to spawn.
- int FactoryTime
- Time last spawn. (in Level.TimeSeconds)
- bool bPreSpawn
- Should trigger PreSpawnEvent next.
Code[edit]
Actor >> SVehicleFactory >> TeamVehicleFactory (custom) |
//================================================================================== // TeamVehicleFactory. // Spawn any Vehicle or Turret, set Team, pre & post spawn Events, timing, and more. // Glenn 'SuperApe' Storm -- June 2004 -- Updated: July 2005 //================================================================================== class TeamVehicleFactory extends SVehicleFactory placeable; var() int TeamNum; // 0= red, 1= blue, 255= neutral / none var() bool bPlayerControl; // Only player instigators can trigger var() bool bAutoSpawn; // Will spawn at regular intervals var() int RespawnTime; // Interval to wait before AutoSpawning var bool bWaiting; // About to spawn var int FactoryTime; // Time last spawn var() name PreSpawnEvent; // Event to trigger before spawn var() int PreSpawnTime; // Time before spawn to trigger event var bool bPreSpawn; // Should trigger PreSpawnEvent next var() name SpawnEvent; // Event to trigger after spawn var() bool bCrushable; // Allow spawning over colliding actors var() int RetrySpawnTime; // Interval to wait if bBlocked var() bool bRandomFlip; // Neutral vehicles may face backwards var() bool bRandomSpawn; // Spawn random vehicle class struct SpawnedVehicle { var() class<Vehicle> SpawnVehicle; // Selected random vehicle class }; var() array<SpawnedVehicle> RandomVehicles; // List for random vehicle spawn simulated function PostBeginPlay() { Super.PostBeginPlay(); if ( bAutoSpawn ) bWaiting = true; bPreSpawn = true; if ( RespawnTime > 0 ) FactoryTime = Level.TimeSeconds - RespawnTime + PreSpawnTime; else FactoryTime = Level.TimeSeconds - PreSpawnTime; } simulated event Trigger( Actor Other, Pawn EventInstigator ) { if ( bAutoSpawn ) // bAutoSpawn overrides Trigger return; if ( !EventInstigator.IsA('UnrealPawn') && bPlayerControl ) return; if ( VehicleCount >= MaxVehicleCount ) return; if ( VehicleClass == None || ( bRandomSpawn && RandomVehicles.length > 0 ) ) { Log("TeamVehicleFactory:"@self@"has no VehicleClass"); return; } bWaiting = true; bPreSpawn = true; if ( RespawnTime > 0 ) FactoryTime = Level.TimeSeconds - RespawnTime + PreSpawnTime; else FactoryTime = Level.TimeSeconds - PreSpawnTime; } simulated function SpawnItNow() { local Vehicle CreatedVehicle; local bool bBlocked; local Pawn P; local float SV; bBlocked = false; if ( VehicleClass != None || ( bRandomSpawn && RandomVehicles.length > 0 ) ) { if ( bRandomSpawn && RandomVehicles.length > 0 ) VehicleClass = RandomVehicles[ int( FRand() * RandomVehicles.length ) ].SpawnVehicle; foreach CollidingActors(class'Pawn', P, VehicleClass.default.CollisionRadius * 1.33) bBlocked = true; } else { Log("TeamVehicleFactory:"@self@"has no VehicleClass"); return; } if ( bBlocked && !bCrushable ) { bWaiting = true; bPreSpawn = true; if ( RespawnTime > 0 ) FactoryTime = Level.TimeSeconds - RespawnTime + RetrySpawnTime + PreSpawnTime; else FactoryTime = Level.TimeSeconds - RetrySpawnTime + PreSpawnTime; return; } else { if ( TeamNum == 255 ) { if ( bRandomFlip && Rand(2) == 1 ) CreatedVehicle = spawn(VehicleClass, , , Location, Rotation + rot(0,32768,0)); else CreatedVehicle = spawn(VehicleClass, , , Location, Rotation); // Unlock neutral vehicles CreatedVehicle.bTeamLocked = false; } else CreatedVehicle = spawn(VehicleClass, , , Location, Rotation); if ( CreatedVehicle != None ) { VehicleCount++; CreatedVehicle.Event = Tag; CreatedVehicle.ParentFactory = self; CreatedVehicle.SetTeamNum(TeamNum); TriggerEvent(SpawnEvent, self, None); } } } event VehicleDestroyed(Vehicle V) { Super.VehicleDestroyed(V); if ( bAutoSpawn ) { bWaiting = true; bPreSpawn = true; FactoryTime = Level.TimeSeconds; } } simulated function Tick(float DeltaTime) { if ( bWaiting ) { if ( Level.TimeSeconds - FactoryTime < RespawnTime - PreSpawnTime ) return; if ( VehicleCount < MaxVehicleCount ) if ( !bPreSpawn ) { if ( Level.TimeSeconds - FactoryTime >= RespawnTime ) { bWaiting = false; FactoryTime = Level.TimeSeconds; SpawnItNow(); } } else { bPreSpawn = false; TriggerEvent(PreSpawnEvent, self, None); } } }
External Links[edit]
- Mapping for VCTF – A thread on UnrealPlayground that includes a test map using this actor and suggested spawn EFX.
Related Topics[edit]
- Third-Party Components
- Mapping for AS (UT2004)
- Mapping for ONS
- Mapping for VCTF
- Mapping for OSM Adventure (Note: A version of TeamVehicleFactory is included in OSMT)
- Pathing For Vehicles
- Pathing 2k4 Flying Vehicles
- Vehicles – Hub for all vehicle topics
- Vehicle – UT2004 parent class for all vehicles and turrets
- Vehicle Gameplay – Placing VehicleFactories for strong Map Flow