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Latest revision as of 00:50, 7 August 2010

UT2004 Object >> Actor >> NetworkProjectileSpawner (custom)

Contents

Package: 
NetworkProjectileSpawner

An advanced network-compatible projectile spawner. Instead of specifying a projectile class to spawn, this spawner lets the mapper configure projectile properties manually to allow for a great amount of flexibility.

This actor can be downloaded separately from my website and is also included in Crusha's Ultimate Mapping Tools.

Properties

Property group 'NetworkProjectileSpawner'

bInitiallyEnabled

Type: bool

Initial enabled state for TriggerToggle and TriggerControl states.

bStartSpawningImmediately

Type: bool

Triggering immediately starts spawning. Otherwise wait for spawn interval to pass.

Build

Type: string

Modifiers: const, editconst

Shows the time when I last compiled the package.

Default value: (date and time in the format "YYYY-MM-DD HH:MM")

MaxBurstAmount

Type: int

Maximum number of projectiles to spawn in TriggerBurst state.

Default value: 1

MaxBurstDuration

Type: float

Maximum duration to spawn projectiles in TriggerBurst state.

Default value: 1.0

SpawnInterval

Type: Object.Range

Time between projectile spawns.

Default value:

Member Value
Max 1.0
Min 1.0

Property group 'ProjectileDamage'

bReflectableProjectile

Type: bool

Whether the projectile will bounce off the shieldgun shield.

Damage

Type: int

Amount of impact/explosion damage.

DamageMomentum

Type: float

Impact/explosion momentum.

DamageRadius

Type: float

Explosion damage radius.

DamageType

Type: class<DamageType>

The damage type to use for impact/explosion damage.

Default value: Class'Engine.DamageType'

ReflectionCost

Type: int

The amount of shield energy this projectile draws when it is reflected by a shieldgun shield.

Default value: 10

Property group 'ProjectileDestination'

bRandomDestination

Type: bool

Whether to randomly pick a destination actor, in case more than one matched the DestinationTag. If disabled, destinations are cycled in order.

Default value: True

bStartWithFirstDestination

Type: bool

Always start with the first destination when beginning to spawn projectiles.

DestinationTag

Type: name

Tag or name of a destination actor for spawned projectiles. If not specified, spawner rotation is used instead.

The spawner will always aim spawned projectiles directly at the destination actor and then apply direction randomness. That means it is unlikely the projectile will hit a moving destination actor.

DirectionRandomness

Type: float

Amount of randomness added to direction. (0.0-1.0)

Property group 'ProjectileEffects'

BounceEffectClass

Type: class<Actor>

Effect class to spawn when the projectile bounces off a wall.

ExplosionDecal

Type: class<Projector>

Decal to spawn on explosion.

ExplosionEffectClass

Type: class<Actor>

Effect to spawn on explosion.

ExploWallOut

Type: float

The explosion is moved away from the impact location by this distance.

ProjectileLightBrightness

Type: float

LightBrightness for the projectile.

ProjectileLightEffect

Type: Actor.ELightEffect

LightEffect for the projectile.

ProjectileLightHue

Type: byte

LightHue for the projectile.

ProjectileLightRadius

Type: float

LightRadius for the projectile.

ProjectileLightSaturation

Type: byte

LightSaturation for the projectile.

Property group 'ProjectileLook'

bProjectileUnlit

Type: bool

Whether the projectile should be unlit.

Default value: True

ProjectileAmbientGlow

Type: byte

AmbientGlow for the projectile.

ProjectileMesh

Type: Mesh

Mesh for the projectile.

ProjectilePrePivot

Type: Object.Vector

PrePivot for the projectile

ProjectileRenderStyle

Type: Actor.ERenderStyle

Render style of the projectile.

Default value: STY_Normal

ProjectileScale

Type: float

DrawScale for the projectile.

Default value: 1.0

ProjectileScale3D

Type: Object.Vector

DrawSCale3D for the projectile mesh.

Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

ProjectileSkins

Type: array<Material>

Skins list for the projectile mesh.

ProjectileSprite

Type: Material

Sprite texture for the projectile.

ProjectileStaticMesh

Type: StaticMesh

StaticMesh for the projectile.

TrailEffectClass

Type: class<Actor>

Trailer effect class to spawn for the projectile.

Property group 'ProjectileMovement'

AccelRate

Type: float

Projectile acceleration. Negative means backwards.

bApplyGravity

Type: bool

Whether to apply gravity to the projectile.

bApplyGravityAfterBounce

Type: bool

Whether to start applying gravity to the projectile after its first bounce off a wall.

bApplyTerminalVelocity

Type: bool

Whether the terminal velocity of the projectile's current PhysicsVolume should be applied.

Default value: True

bFaceMovementDirection

Type: bool

Should the projectile always be rotated to face its movement direction?

Default value: True

BounceDampenFactor

Type: float

How much of the projectile's speed should be retained when it bounces off a wall.

Default value: 0.5

BounceDampenFactorParallel

Type: float

How much of the projectile's speed perpendicular to the wall should be retained when if bounces. Default value: 0.8

InitialVelocity

Type: Object.Vector

Initial projectile speed, relative to spawner rotation. Negative X means move backwards, Y/Z move sideways.

Default value:

Member Value
X 1000.0

MaxNumBounces

Type: int

Maximum number of bounces.

MaxSpeed

Type: float

Projectile's maximum movement speed.

Default value: 2000.0

MinBounceSpeed

Type: float

If the projectile hits the ground and the velocity after bounce is lower than this, the projectile will stop.

ProjectileRotationRate

Type: Object.Rotator

RotationRate for the projectile.

Property group 'ProjectileProperties'

bProjectileNetTemporary

Type: bool

Whether projectiles should be net-temporary.

Default value: True

bUseTriggerInstigator

Type: bool

Set the player who (un)triggered the spawner as projectile instigator.

ProjectileLifeSpan

Type: float

Projectile life time.

Default value: 10.0

ProjectileTag

Type: name

A Tag value to assign to spawned projectiles, e.g. if you want to destroy them via scripted actions.

Property group 'ProjectileSounds'

BounceSound

Type: Sound

Projectile impact sound.

BounceSoundPitch

Type: float


Default value: 1.0

BounceSoundRadius

Type: float


Default value: 300.0

BounceSoundVolume

Type: float


Default value: 0.3

ExplosionSound

Type: Sound

Projectile impact sound.

ExplosionSoundPitch

Type: float


Default value: 1.0

ExplosionSoundRadius

Type: float


Default value: 300.0

ExplosionSoundVolume

Type: float


Default value: 0.3

FlightAmbientSound

Type: Sound

Projectile ambient sound.

FlightAmbientSoundPitch

Type: byte


Default value: 64

FlightAmbientSoundRadius

Type: float


Default value: 64.0

FlightAmbientSoundVolume

Type: byte


Default value: 128

SpawnSound

Type: Sound

Projectile spawn sound.

SpawnSoundPitch

Type: float


Default value: 1.0

SpawnSoundRadius

Type: float


Default value: 300.0

SpawnSoundVolume

Type: float


Default value: 0.3

States

By default the spawner just keeps spawning projectiles and triggering has no effect. Pick one of the following states as InitialState to gain more control over the spawner's behavior.

TriggerBurst

Starts spawning projectiles when triggered and stops when either the maximum burst duration or amount is reached, whichever happens first.

TriggerControl

Starts spawning projectiles when triggered, stops when untriggered.

TriggerToggle

Starts spawning projectiles when triggered, stops when triggered again.