My program doesn't have bugs. It just develops random features.
User:Crusha/UltimateMappingTools/InstigatorModifier
by Crusha K. Rool
Contents
- 1 Variables
- 1.1 Property group 'InstigatorModifier'
- 1.1.1 bAddValues
- 1.1.2 Health
- 1.1.3 Shield
- 1.1.4 bChangeMaxHealth
- 1.1.5 bChangeMaxShield
- 1.1.6 GroundSpeed
- 1.1.7 WaterSpeed
- 1.1.8 AirSpeed
- 1.1.9 LadderSpeed
- 1.1.10 AccelRate
- 1.1.11 JumpZ
- 1.1.12 AirControl
- 1.1.13 MaxFallSpeed
- 1.1.14 MaxMultiJump
- 1.1.15 UnderWaterTime
- 1.1.16 bRemovePowerUps
- 1.1.17 bModifyVehicleDrivers
- 1.1 Property group 'InstigatorModifier'
- 2 Suggestions
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!