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User:Crusha/UltimateMappingTools/InstigatorModifier

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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. Leave a value at 0 to keep the pawn's own value.

The pawn must be a subclass of xPawn, so vehicles can't be modified by this (use an UltimateONSFactory to modify a few properties of a vehicle at spawn time). However, if the instigator is a vehicle, then it's driver can be modified.


Variables

Property group 'InstigatorModifier'

bAddValues

Type: bool

Considers the pawn's old health and shield when applying the new values, so he doesn't get full health when damaged already. The maximum values are not affected by that.

Health

Type: int

The new health of the pawn.

Shield

Type: int

The new shield of the pawn.

bChangeMaxHealth

Type: bool

The pawn's health can be refilled up to the new health-value. SuperHealthMax is twice the health-value.

bChangeMaxShield

Type: bool

The pawn's shield can be refilled up to the new shield-value. ShieldStrengthMax is three times the shield-value.

GroundSpeed

Type: float

The maximum ground speed.

WaterSpeed

Type: float

The maximum swimming speed.

AirSpeed

Type: float

The maximum flying speed.

LadderSpeed

Type: float

Ladder climbing speed.

AccelRate

Type: float

Maximum acceleration rate.

JumpZ

Type: float

Vertical acceleration with jump.

AirControl

Type: float

Amount of AirControl available to the pawn. That means how good you can steer when you are not touching the ground.

MaxFallSpeed

Type: float

Maximum speed a pawn can land without taking damage (also limits what paths AI can use).

MaxMultiJump

Type: int

How often this pawn can multijump (negative values use default setting).

UnderWaterTime

Type: float

How much time a pawn can go without air (in seconds).

bRemovePowerUps

Type: bool

Remove any powerup from instigator.

bModifyVehicleDrivers

Type: bool

If True, this will also modify the driver of a vehicle.


Suggestions

Whenever a player spawns at a NavigationPoint, the NavPoint will trigger an Event (if specified in it's properties) with the spawning player as instigator. That functionality is also kept for subclasses of NavigationPoint, PlayerStart for example. By specifying an Event for all PlayerStarts and matching it with the Tag of this actor, it is possible for a level designer to modify the properties above without using a Mutator.

Keep in mind that spawning at a NavPoint can also be caused by Teleports or by the Onslaught teleport system!