Cogito, ergo sum
User:Crusha/UltimateMappingTools/UltimateONSFactory
by Crusha K. Rool, thanks to iwanpompier for help at getting the radar to work.
Object >> Actor >> SVehicleFactory >> ONSVehicleFactory >> UltimateONSFactory (custom) |
An ONS-mapper's jack of all trades device. This allows the mapper to tweak the vehicle balance of the match right down to the last detail. Allows to specify an individual vehicle list for both teams from which the next vehicle can be chosen randomly. Each individual vehicle entry in a list can be further modified, also with the ability to track the vehicle on the RadarMap.
Variables
Property group 'Events'
Tag
Type: name
Triggering the factory will enable it, i.e. set bEnabled to True.
UnTriggering it will disable it, i.e. setting it to False.
Event
Type: name
The default event is triggered whenever a vehicle is spawned by this factory.
PreSpawnEvent
Type: name
This is triggered before the vehicle spawns, when the SpawnBuildEffect is played. (see PreSpawnTime)
VehicleDestroyedEvent
Type: name
Triggered whenever a vehicle that was spawned by this factory gets destroyed.
Property group 'ONSVehicleFactory'
BlueTeamRotation
Type: int
If bReverseBlueTeamDirection, the vehicle will not turn by 180° for the blue team, but by this value. Negative values will rotate in the opposite direction.
8192 = 45°; 16384 = 90°; 32768 = 180°; etc..
Property group 'UltimateVehicleFactory'
bUseStaticTeams
Type: bool
The factory will not belong to the team that controls the closest team, but to the predefined team. If the other team holds the node, then this factory won't spawn any vehicles for that team.
StaticTeamNum
Type: byte
The factory will only work for this team.
0= red, 1= blue, 255= neutral/none
bIndependentFactory
Type: bool
The closest PowerNode or Core has no influence on this factory's activity or teamnumber. It will spawn the vehicles right away, even if the closest Node is disabled. The teamnumber of the vehicle will be the StaticTeamNum. Neutral vehicles are possible too.
This property overrides bUseStaticTeams.
bRandomFlip
Type: bool
If the spawned vehicle is neutral (because of bIndependentFactory), then there is a 50:50 chance that the spawned vehicle uses the BlueTeamRotation.
NotLockedForTeam
Type: byte
The spawned vehicle is ALWAYS locked for the team that is NOT entered here. This is mainly a hack for AS_MinigunTurrets, use this with them to keep them closed.
255 is normal ONS, 0 will always lock this for Blue, 1 always for Red
Default value: 255
bEnabled
Type: bool
Whether the factory is enabled at the beginning or not.
bToggleTrigger
Type: bool
Instead of the Trigger/UnTrigger-functionality will this only react to TriggerEvents, which will toggle the factory between enabled and disabled.
bUniqueVehicle
Type: bool
The factory spawns only a limited number of vehicles, then it stops working for the rest of the round. The number of vehicles that can be spawned can be set via MaxVehicleCount.
PreSpawnTime
Type: float
How many seconds before the vehicle spawn the SpawnBuildEffect and PreSpawnEvent is triggered.
Default value: 2.0
bCrushable
Type: bool
Allows spawning over colliding actors. Means any player that is in the collision radius of the vehicle when the RespawnTime is over will be crushed.
RetrySpawnTime
Type: float
If not bCrushable and the spawn location is blocked, then try to spawn again after this many seconds.
Default value: 1.0
LinksetupException
Enter the name of a Linksetup to disable this factory when that Linksetup is active. Leave this array empty to enable the factory for all Linksetups.
VehicleListRed
Type: array<SpawnedVehicleProperties>
List of vehicles that are available for spawn if the red team has the factory or it's a neutral independent factory.
VehicleListBlue
Type: array<SpawnedVehicleProperties>
List of vehicles that are available for spawn if the blue team has the factory.
Struct 'SpawnedVehicleProperties'
Vehicle
The class of the vehicle to spawn.
SpawnEffectSize
Type: enum<ESpawnSize>
Size of the SpawnEffect to use with this vehicle.
Health
Type: int
Health value that the spawned vehicle should have. 0 uses the vehicle's default health.
bEjectDriver
Type: bool
Eject the driver when the vehicle gets destroyed instead of killing him.
bSpawnProtected
Type: bool
Vehicle can't be damaged before it has been possessed.
bEnterringDoesNotUnlock
Type: bool
Vehicle is not unlocked to enemies when a player enters it.
bTrackVehicleOnRadar
Type: bool
The vehicle's location will be shown in realtime on the RadarMap.
RadarVisibleToTeam
Type: byte
The vehicle will be shown on the Radar to 255= both teams; 0= own team; 1= enemy team
RadarVisibleToHijack
Type: byte
When being hijacked, vehicle will be shown on the Radar to 255= both teams; 0= old owner team; 1= hijacker team
RadarOwnerUpdateTime
Type: float
How many seconds have to pass before the location of vehicle is updated for the owning team.
RadarEnemyUpdateTime
Type: float
Same as above, just for enemies.
RadarTexture
Type: Material
This image will represent the vehicle on the Radar.
RadarTextureScale
Type: float
The image will be scaled by this factor.