Gah - a solution with more questions. – EntropicLqd
User:Jrubzjeknf/TeamSpecificActors/TeamSpecificPathNode
TeamSpecificPathNode
Object >> Actor >> NavigationPoint >> PathNode >> TeamSpecificPathNode (custom) |
- Package:
- UltimateMappingTools
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Bots are treated differently based on what team they're on. While one bot can use it, other bots are highly recommend that they shouldn't. In case the variable bBlocked is set to false, all bots will always ignore the pathnode.
Full documentation on TeamSpecificActors_v2.u can be downloaded from: http://unrealized-potential.com/forum/index.php?act=Attach&type=post&id=5135
Properties
Property group 'TeamSpecificPathNode'
BelongsToTeam
Type: int
To which team this PathNode belongs
Internal variables
bChangeOnNextReset
Type: bool
hack for Assault resetting the first round
bIsASorONS
Type: bool
bIsASPractiseRound
Type: bool
do nothing when the next reset is actually the start of the match
Default value: True
Default values
Property | Value |
---|---|
Texture | Texture'UltimateMappingTools_Tex.Icons.TS_Pickup' |
Functions
Events
PostBeginPlay
Overrides: NavigationPoint.PostBeginPlay
SpecialCost
Overrides: NavigationPoint.SpecialCost
Trigger
Overrides: Actor.Trigger
Other instance functions
Reset
Overrides: Actor.Reset
TeamSpecificRoadPathNode
Object >> Actor >> NavigationPoint >> PathNode >> RoadPathNode >> TeamSpecificRoadPathNode (custom) |
- Package:
- UltimateMappingTools
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Bots are treated differently based on what team they're on. While one bot can use it, other bots are highly recommend that they shouldn't. In case the variable bBlocked is set to false, all bots will always ignore the pathnode.
Full documentation on TeamSpecificActors_v2.u can be downloaded from: http://unrealized-potential.com/forum/index.php?act=Attach&type=post&id=5135
Properties
Property group 'TeamSpecificRoadPathNode'
BelongsToTeam
Type: int
To which team this RoadPathNode belongs
Internal variables
bChangeOnNextReset
Type: bool
hack for Assault resetting the first round
bIsASorONS
Type: bool
bIsASPractiseRound
Type: bool
do nothing when the next reset is actually the start of the match
Default value: True
Default values
Property | Value |
---|---|
Texture | Texture'UltimateMappingTools_Tex.Icons.TS_RoadPath' |
Functions
Events
PostBeginPlay
Overrides: NavigationPoint.PostBeginPlay
SpecialCost
Overrides: NavigationPoint.SpecialCost
Trigger
Overrides: Actor.Trigger
Other instance functions
Reset
Overrides: Actor.Reset
TeamSpecificFlyingPathNode
Object >> Actor >> NavigationPoint >> PathNode >> FlyingPathNode >> TeamSpecificFlyingPathNode (custom) |
- Package:
- UltimateMappingTools
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Bots are treated differently based on what team they're on. While one bot can use it, other bots are highly recommend that they shouldn't. In case the variable bBlocked is set to true, all bots will always ignore the pathnode.
Full documentation on TeamSpecificActors_v2.u can be downloaded from: http://unrealized-potential.com/forum/index.php?act=Attach&type=post&id=5135
Properties
Property group 'TeamSpecificFlyingPathNode'
BelongsToTeam
Type: int
To which team this FlyingPathNode belongs
Internal variables
bChangeOnNextReset
Type: bool
hack for Assault resetting the first round
bIsASorONS
Type: bool
bIsASPractiseRound
Type: bool
do nothing when the next reset is actually the start of the match
Default value: True
Default values
Property | Value |
---|---|
Texture | Texture'UltimateMappingTools_Tex.Icons.TS_FlyingPath' |
Functions
Events
PostBeginPlay
Overrides: NavigationPoint.PostBeginPlay
SpecialCost
Overrides: NavigationPoint.SpecialCost
Trigger
Overrides: Actor.Trigger
Other instance functions
Reset
Overrides: Actor.Reset