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User:Eliot/LevelConfigManager

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Revision as of 16:06, 15 August 2010 by Eliot (Talk | contribs) (Added all editable variables)

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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.

LevelConfigActor

UT2004 Object >> Actor >> Info >> Mutator >> LevelConfigActor (custom)

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.

Properties

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
Member Value
DefaultStartWeapon Class'XWeapons.AssaultRifle'
Member Value
DefaultStartWeapon Class'XWeapons.ShieldGun'

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


DefaultCombo

Type: class<Combo>

Start combo to give at spawn.

ForceTeam

Type: EForceTeam


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


RenderMode

Type: int


Default value: 5

ScreenOverlay

Type: sClientOverlay


Default value:

Member Value
bEnabled False
Color
Member Value
A 255
B 255
G 255
R 255
RenderHandler Class'LevelConfigManagerV3.LCA_HudOverlay'

TimedMessage

Type: sTimedMessage


Default value:

Member Value
bDisplayAuthor True
bEnabled True
MessageColor
Member Value
A 255
B 255
G 255
R 255

TrialMode

Type: ETrialMode

The kind of trial mode(in terms of momentum) to use.

Default value: TM_Normal

xPawnExtras

Type: sExtra_xPawn


Default value:

Member Value
bEnabled False
DodgeLimit 1
HeadSize 1.0
PlayerSize 1.0

Property group 'GameInfo'

Game

Type: GameStruct


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>


Property group 'Weapon'

Weapons

Type: sWeapon


Default value:

Member Value
Amount 50
bEnabled False

Enums

EForceTeam

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

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

bool bEnabled 
byte TimeLimit 

sAttachActor

class<Actor> ActorClass 
name BoneName 

sClientOverlay

bool bEnabled 
Object.Color Color 
Material Texture 
class<LCA_HudOverlay> RenderHandler 
bool bNotInSpec 

sDefWepList

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

bool bEnabled 
bool bNoDodgeDelay 
Hack: Allows you to dodge whenver you are on the ground
bool bMakeSureNoDodgeDoubleJump 
Hack: Configurates MutMultiDodge2k3
float PlayerSize 
float HeadSize 
int DodgeLimit 
Hack: Allows you to can wall dodge more than once while in the air.
array<sProperty> ExtraVariables 
Hack: Mappers choose variable to set.
sPawnSkin Skin 
array<sAttachActor> LocalAttachActors 
Local only!, the player(you) spawns those for all players, only usefull for visual effects
array<sAttachActor> ServerAttachActors 
Spawned on the server only, might be replicated to client depending on the actor!

sPawnSkin

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

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

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

bool bEnabled 
int Amount 

sWeaponList

class<Inventory> DefaultStartWeapon 
The weapon class to use as the start weapon.

Download

FileFront Download LCM Version 2.9(w/source code)