I love the smell of UnrealEd crashing in the morning. – tarquin
Difference between revisions of "User:Eliot/LevelConfigManager"
m (→Purpose: Added Noteable actors section) |
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* [[User:Eliot/LevelConfigManager/Triggers#DelayedTrigger|Delayed Trigger]] : (Starts at match begin)For every specified amount of time that is spent will instigate its own event for as long the match lasts(useful for looping events etc). | * [[User:Eliot/LevelConfigManager/Triggers#DelayedTrigger|Delayed Trigger]] : (Starts at match begin)For every specified amount of time that is spent will instigate its own event for as long the match lasts(useful for looping events etc). | ||
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+ | ==Download== | ||
+ | * [http://dl.dropbox.com/u/13770647/LevelConfigManagerV3.u Dropbox Download(RIGHT CLICK AND SAVE AS) LCM Version 3.0] | ||
+ | * [http://www.filefront.com/16103707/Level-Config-Manager-2.9/ FileFront Download LCM Version 2.9](w/source code) | ||
==LevelConfigActor== | ==LevelConfigActor== | ||
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Obsolete since bCanDropWeapon has been deprecated. | Obsolete since bCanDropWeapon has been deprecated. | ||
; [[class]]<{{cl|Inventory}}> DefaultStartWeapon : The weapon class to use as the start weapon. | ; [[class]]<{{cl|Inventory}}> DefaultStartWeapon : The weapon class to use as the start weapon. | ||
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[[Category:Mapping tools]] | [[Category:Mapping tools]] |
Latest revision as of 17:22, 16 October 2011
Purpose
LevelConfigManager Is mainly used for editing the weapons players start with as well modify default health, shield armor and put in timed messages which might explain the map and/or who made the map but it also provides a lot of other actors that might be useful for you map such as the Keys i.e. KeyObjective, KeyPickup and KeyTrigger these are often used in solo trial maps and open trial maps. As of now the tool is used in 300+ trial maps but that's pretty much because everyone likes to get rid of the Assault Rifle :P.
Misc
For Triggers check: LevelConfigManager Triggers and for Volumes check: LevelConfigManager Volumes.
Notable actors
- Delay Trigger : Provides a anti-trigger delay on any actor that doesn't implement an anti-trigger spam delay on its own.
- Stand Trigger : Provides a base test on the instigator which means you can put a rule on triggers where the instigator(activator) needs to be standing on a Mover or an other kind of actor.
- Local Message Trigger : Displays a message on the Toucher's screen at the position of your choice.
- Hit Count Trigger : Provides the ability to trigger its own when an amount of hit counts have been detected within a certain time limit.
- Delayed Trigger : (Starts at match begin)For every specified amount of time that is spent will instigate its own event for as long the match lasts(useful for looping events etc).
Download
- Dropbox Download(RIGHT CLICK AND SAVE AS) LCM Version 3.0
- FileFront Download LCM Version 2.9(w/source code)
LevelConfigActor
Contents
- 1 Purpose
- 2 Download
- 3 LevelConfigActor
- 3.1 Property group 'AirShieldGun'
- 3.2 Property group 'DefaultWeapons'
- 3.3 Property group 'Extra'
- 3.4 Property group 'GameInfo'
- 3.5 Property group 'PawnMutation'
- 3.5.1 AirControl
- 3.5.2 bAllowCrouch
- 3.5.3 bAllowDodge
- 3.5.4 bAllowDodgeJump
- 3.5.5 bAllowWallDodge
- 3.5.6 bBerserk
- 3.5.7 DamageScale
- 3.5.8 DefaultHealth
- 3.5.9 DefaultShield
- 3.5.10 DodgeSpeedHeight
- 3.5.11 DodgeSpeedLength
- 3.5.12 JumpHeight
- 3.5.13 MassScaling
- 3.5.14 MaxFallSpeed
- 3.5.15 MaxHealth
- 3.5.16 MaxSuperHealth
- 3.5.17 MaxSuperShield
- 3.5.18 MoveSpeedScaling
- 3.5.19 MultiJumpHeight
- 3.5.20 MultiJumpLimit
- 3.5.21 UnderWaterTime
- 3.6 Property group 'Projectile'
- 3.7 Property group 'Weapon'
- 3.8 Enums
- 3.9 Structs
- 3.10 sDefWepList
LevelConfigActor or LCA is the main and most important actor of the LevelConfigManager package, LCA has features such as customized pawn properties i.e. Health, HealthMax, LCA also provides many other features such as TimedMessages which lets the L.D.s set a custom message about their map that will be displayed to players every few minutes(random) this feature includes Map Author, a notification about LCA and a credits message.
Property group 'AirShieldGun'
bCanDropWeapon
Type: bool
Default value: True
bHaveAirShieldGun
Type: bool
bNoDynamicLight
Type: bool
bNoPinkRings
Type: bool
HealthBoost
Type: int
Default value: 10
Property group 'DefaultWeapons'
StartWeaponList
Type: sDefWepList
A struct with a list of weapon classes and an option bEnabled to decide whether LevelConfigActor should use this list as the default weapon classes.
Default value:
Member | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bEnabled | False | ||||||||
DefaultStartWeapons |
|
Property group 'Extra'
bFastRespawnPickups
Type: bool
Sets the respawn time of pickups to 0.5. Because of trials pickups need to be available anytime, this feature was added so that you don't have to bother configuring the properties of each pickup.
Default value: True
bNoPawnCollision
Type: bool
Because of trials players blocking each other is a major issue therefor mutators have been made to turn off the collision. However people don't have or don't use those mutators and so it's better to have this implemented in the map itself.
Default value: True
CameraEffects
Type: array<CameraEffect>
Modifiers: editinlinenotify, export
CameraEffects to apply locally on all clients.
DefaultCombo
An initial comboclass to give to newly spawned pawns. Note: Only works if the active gametype supports combos.
ForceTeam
Type: EForceTeam
The team every newly spawned pawn should be forced to if not already in the specified team.
ForceView
Type: EForceView
The player view mode to force players to.
GameSpeed
Type: float
Game speed scaling.
Default value: 1.0
KeyHUDClass
Type: class<LCA_KeyHUD>
Modifiers: const
This is the KeyHUD class that will be used to render the keys on HUD for players.
Default value: Class'LevelConfigManagerV3.LCA_KeyHUD'
MapType
Type: EMapType
A pre-configured set of property values to apply on runtime.
RenderMode
Type: int
Changes the render mode locally of every client. Note: Recommend for maps that won't be hosted on servers with anti-cheat mutators such as ANTITCC, SafeGame and ClanManager.
Default value: 5
ScreenOverlay
Type: sClientOverlay
A texture and color to overlay on screen for all clients. Note: Overlays the HUD, it is recommend to use the CameraOverlay in CameraEffects.
Default value:
Member | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bEnabled | False | ||||||||||
Color |
|
||||||||||
RenderHandler | Class'LevelConfigManagerV3.LCA_HudOverlay' |
TimedMessage
Type: sTimedMessage
A timed message is something that will appear every several minutes. This timed message provides the ability to display the map author(gathered from LevelProperties) with additional messages about your map(This is a replacement for InfoPods).
Default value:
Member | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bDisplayAuthor | True | ||||||||||
bEnabled | True | ||||||||||
MessageColor |
|
TrialMode
Type: ETrialMode
The kind of trial mode(in terms of momentum) to use.
Default value: TM_Normal
xPawnExtras
Type: sExtra_xPawn
Various properties that require knowledge to use properly.
Default value:
Member | Value |
---|---|
bEnabled | False |
DodgeLimit | 1 |
HeadSize | 1.0 |
PlayerSize | 1.0 |
Property group 'GameInfo'
Game
Type: GameStruct
Various GameInfo related properties.
Default value:
Member | Value |
---|---|
bEnabled | False |
TimeLimit | 45 |
Property group 'PawnMutation'
AirControl
Type: float
The AirControl strength of pawns.
Default value: 0.35
bAllowCrouch
Type: bool
Whether players are able to crouch.
Default value: True
bAllowDodge
Type: bool
Whether players are able to dodge.
Default value: True
bAllowDodgeJump
Type: bool
Whether players are able to jump after doing a dodge.
Default value: True
bAllowWallDodge
Type: bool
Whether players are able to dodge off a wall.
Default value: True
bBerserk
Type: bool
Whether players are in berserk mode.
DamageScale
Type: float
The scaling a pawn deals e.g. if you would set this to 2.0 then all damage dealt by a pawn would be doubled, or 0.0 for no pawn dealt damage at all.
Default value: 1.0
DefaultHealth
Type: int
The amount of health pawns will spawn with.
Default value: 100
DefaultShield
Type: int
The amount of shield pawns will spawn with.
DodgeSpeedHeight
Type: float
The height a pawn can achieve from a dodge.
Default value: 210.0
DodgeSpeedLength
Type: float
The distance a pawn can achieve from a dodge.
Default value: 1.5
JumpHeight
Type: int
The height boost for the first jump.
Default value: 340
MassScaling
Type: float
The mass scaling of pawns.
Default value: 1.0
MaxFallSpeed
Type: int
The distance a pawn can survive from a fall.
Default value: 1200
MaxHealth
Type: int
The max health pawns can have.
Default value: 100
MaxSuperHealth
Type: int
The max superhealth pawns can have.
Default value: 199
MaxSuperShield
Type: int
The max supershield pawns can have.
Default value: 150
MoveSpeedScaling
Type: float
The scaling of the groundspeed, airspeed, waterspeed, crouchspeed and walkspeed of a pawn.
Default value: 1.0
MultiJumpHeight
Type: int
The height boost for every multiple jump.
Default value: 25
MultiJumpLimit
Type: int
Amount multiple jumps pawns can do.
Default value: 1
UnderWaterTime
Type: float
The time a pawn can be under water before he starts to drown.
Default value: 20.0
Property group 'Projectile'
Projectiles
Type: array<sProjectile>
An list of specified projectile classes that should have their properties modified on spawn.
Property group 'Weapon'
Weapons
Type: sWeapon
Specific Weapon related properties.
Default value:
Member | Value |
---|---|
Amount | 50 |
bEnabled | False |
Enums
EForceTeam
The team every newly spawned pawn should be forced to if not already in the specified team.
- FT_None
- Don't force the players team.
- FT_Red
- Force the players team to red a.k.a attackers.
- FT_Blue
- Force the players team to blue a.k.a defenders.
EForceView
The player view mode to force players to.
- FV_None
- Don't force the players view.
- FV_OnlyFirstPerson
- Force the players view to first person i.e. the player cannot use BehindView.
- FV_OnlyThirdPerson
- Force the players view to third person i.e. the player cannot use FirstPerson.
EMapType
An already configured propertie values set for various gamemodes.
- MT_Default
- Use the default(or your) configuration of LCA.
- MT_BunnyTrack
- Use the LCA BunnyTrack configuration e.g. no wall dodges and no double jump.
ETrialMode
The kind of trial mode(in terms of momentum) to use.
- TM_Custom
- Use a self-specified momentum scaling.
- TM_Normal
- Don't change the momentum scaling.
- TM_DM
- Use the momentum scaling of Deathmatch in Assault.
- TM_Master
- Use the momentum scaling of Deathmatch with an additional percent of 1.325.
- TM_Berserk
- Use the momentum scaling of Deathmatch with an additional percent of 1.5.
Structs
GameStruct
Properties related to the GameInfo class.
- bool bEnabled
- Whether to override the game's timelimit to new specified TimeLimit value.
- byte TimeLimit
- The new timelimit(in minutes) to use for the current game. */
sAttachActor
Required information for attaching actors to newly spawned pawns.
- class<Actor> ActorClass
- The actor class to spawn and attach to the specified BoneName.
- name BoneName
- The name of a bone where the spawned ActorClass kind will be attached on.
sClientOverlay
Various properties to define screen overlaying behavior.
- bool bEnabled
- Whether to add an HudOverlay locally on all clients.
- Object.Color Color
- The color of the specified Texture.
- Material Texture
- The texture to overlay on the screen.
- class<LCA_HudOverlay> RenderHandler
- The HudOverlay class to use for rendering the overlay.
- bool bNotInSpec
- Whether the overlay should not be active for spectators.
sDefWepList
The properties for in a DefaultStartWeapons list.
- array<sWeaponList> DefaultStartWeapons
- A list of weapon classes that players will use as their default weapons they will spawn with.
- bool bEnabled
- Use this DefaultStartWeapons list instead of the one specified by the game.
sExtra_xPawn
Various properties that require knowledge to use properly.
- bool bEnabled
- Whether all the properties below will be applied on newly spawned pawns.
- bool bNoDodgeDelay
- If TRUE then everyone will be able to dodge right away after landing.
- bool bMakeSureNoDodgeDoubleJump
- If TRUE certain functions in MutMultiDodge2k3 will be disabled so that the ability of removing dodgejump will remain to work together with that mod.
- float PlayerSize
- The new scale to apply on DrawScale of newly spawned pawns.
- float HeadSize
- The new scale to apply on HeadScale of newly spawned pawns.
- int DodgeLimit
- Additional dodge that a player is allowed to do while in air before landing.
- array<sProperty> ExtraVariables
- Addtional properties to modify on newly spawned pawns.
- sPawnSkin Skin
- The new skin or mesh to apply on newly spawned pawns.
- array<sAttachActor> LocalAttachActors
- Actors to spawn and attach to newly spawned pawns. On the clientside only.
Note: Whether it will work offline/online is completely dependent on the actor class you specified.
- array<sAttachActor> ServerAttachActors
- Actors to spawn and attach to newly spawned pawns. On the serverside only.
Note: Whether it will work offline/online is completely dependent on the actor class you specified.
sPawnSkin
Properties related to a skin of an actor(pawn in this case).
- bool bEnabled
- If TRUE apply the specified Skins and the Model(if not none).
- array<Material> Skins
- The skins to apply to all players.
- Mesh Model
- The model to apply to all players.
sProjectile
A set properties to be applied to the specified ProjectileClass.
- class<Projectile> ProjectileClass
- The projectile class to apply those properties of this struct to.
- array<sProperty> Properties
- Projectile properties to modify.
sProperty
A property struct.
- string PropertyName
- The name of a property to assign the PropertyValue on.
- string PropertyValue
- The value to set for the property of PropertyName.
sTimedMessage
Properties related to timed messages.
- bool bEnabled
- TimeMessage is enabled, Credits too if bDisplayAuthor is true as well.
- bool bDisplayAuthor
- If true then the author set in LevelProperties will be broadcast along with 'TimeMessage'.
- array<string> TimeMessage
- Additional messages to broadcast.
- string Credits
- Input names of people who contributed, helped or tested your map, each name should be separated with comma.
- Object.Color MessageColor
- The color to use to colourize the 'TimeMessage' messages.
sWeapon
Properties related to the Weapon class.
- bool bEnabled
- Whether overriding the new ammocount may be applied.
- int Amount
- The new ammocount to apply on all weapons.
sWeaponList
Obsolete since bCanDropWeapon has been deprecated.