Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Difference between revisions of "User:Wormbo/OnslaughtSpecials"
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See [http://forum.omnipotents.com/showthread.php?t=13075 this thread] at the Omnip)o(tentS Forums for download and an example map. | See [http://forum.omnipotents.com/showthread.php?t=13075 this thread] at the Omnip)o(tentS Forums for download and an example map. | ||
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+ | I recommend embedding the package in your map via the command <code>load file=OnslaughtSpecials.u package=myLevel</code> at the UnrealEd console. | ||
{{DEFAULTSORT:{{SUBPAGENAME}}}} | {{DEFAULTSORT:{{SUBPAGENAME}}}} | ||
[[Category:Mapping tools]] | [[Category:Mapping tools]] |
Revision as of 08:11, 10 July 2010
The OnslaughtSpecials package contains some improved versions of Onslaught-specific actors. Below is a list of placeable actors and their new properties.
See this thread at the Omnip)o(tentS Forums for download and an example map.
I recommend embedding the package in your map via the command load file=OnslaughtSpecials.u package=myLevel
at the UnrealEd console.
ForcedDirVolume
Object >> Actor >> Brush >> PhysicsVolume >> ForcedDirVolume (custom) |
A simple port of the UT3 ForcedDirVolume. Since it doesn't support blocking other types of actors it is suggested to combine it with a BlockingVolume (or HitScanBlockingVolume) with bClassBlocker set to True and BlockedClasses containing UnrealPawn, PlayerController and Projectile (or at least TranslocatorBeacon) and whatever else mustn't enter that area.
bDenyExit
Type: bool
If set, drivers will not be able to exit the vehicle while it is affected by the volume.
bDontBlockRedeemers
Type: bool
If set, guided Redeemer missiles are allowed to pass through the volume unaffected.
TypeToForce
Type: class<ONSVehicle>
The vehicle class to affect. Vehicles of this class or any subclass will be pushed by the volume. Set to None
to disable effects on vehicles.
VehiclePushDir
Type: vector
The push direction. Unfortunately there's no way to visualize this in the editor.
Alternatively you can set this to zero and modify Movement->Rotation instead. This will rotate the entire volume, but if you set Advanced->bDirectional=True you get an arrow at the volume's origin that points in the push direction.
VehiclePushMag
Type: float
How much to push vehicles and Redeemer missiles.
ONSPowerCoreSpecial
Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore >> ONSPowerCoreSpecial (custom) |
- Package:
- OnslaughtSpecials
A standard Onslaught power core with a few additional features.
bCoreBeamAlwaysUpright
Type: bool
If the power core itself isn't upright (i.e. Rotation.Pitch/Roll changed), should its sky beam be?
CoreHealth
Type: int
How much health the core initially has.
ForcedCloseActors
A list of actor names that should be associated with this core and not any other core or node. Any PlayerStart, ONSVehicleFactory, ONSStationaryWeaponPawn, ONSTeleportPad and xTeamBanner with a matching name or Tag will be affected.
ONSPowerNodeSpecial
Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore >> ONSPowerNode >> ONSPowerNodeNeutral >> ONSPowerNodeSpecial (custom) |
- Package:
- OnslaughtSpecials
This is a modified Onslaught power node with several additional features.
bCatchLinkBeamEnd
Type: bool
Whether the energy sphere should hold on to a link beam, similar to vehicles.
bIsPrimeNode
Type: bool
If this is enabled and the power node has a direct connection to one (but not the other) power core, then it will become a "prime node", i.e. is active for the power core's team at the start of the round. The power node will act as usual if it is either directly connected to both power cores or only has an indirect connection to any power core.
bIsStandalone
Type: bool
If this is enabled and the power node is not connected to any other power nodes or cores, it will not disable itself. Instead it can be taken and attacked by both teams.
ForcedCloseActors
A list of actor names that should be associated with this node and not any other node or core. Any PlayerStart, ONSVehicleFactory, ONSStationaryWeaponPawn, ONSTeleportPad and xTeamBanner with a matching name or Tag will be affected.
IsolatedDamagePerSec
Type: int
How much damage this node takes while it is isolated.
LinkHealMultiplier
Type: float
Specifies, how efficiently the Link Gun can heal this node.
NodeHealth
Type: int
How much health the node initially has.
SphereHeight
Type: float
How high above the node the energy sphere should be.
xTeamMaterialSwitch
Object >> Actor >> Decoration >> xTeamBanner >> xTeamMaterialSwitch (custom) |
- Package:
- OnslaughtSpecials
Creates a MaterialSwitch with 4 materials and picks a material based on who owns the associated node or core.
MaterialSwitch
Type: MaterialSwitch
The MaterialSwitch to assign the various materials to. Whenever you create or duplicate a xTeamMaterialSwitch actor, a new MaterialSwitch object will be created to prevent conflicts with other xTeamMaterialSwitchs. The default MaterialSwitch contains 4 materials (0: red, 1: blue, 2: neutral, 3: disabled).
TeamSymbolCombiners
Type: Combiner
Array size: 2
Combiners to assign the owning team's symbol to. (index 0: red, index 1: blue) The symbol texture will be assigned to Material2 of the corresponding Combiner when a team owns the node. It will not be removed again if the node is destroyed or taken by another team.
xTeamMonitor
Object >> Actor >> Decoration >> xTeamBanner >> xTeamMonitor (custom) |
- Package:
- OnslaughtSpecials
An Onslaught-compatible version of the xMonitor.
BlueTeamShader
Type: Material
Material to use as Skins[2] while the blue team owns the node.
DisabledShader
Type: Material
Material to use as Skins[2] while the node is disabled.
NeutralShader
Type: Material
Material to use as Skins[2] while no team owns the node.
RedTeamShader
Type: Material
Material to use as Skins[2] while the red team owns the node.
TeamSymbolCombiners
Type: Combiner
Array size: 2
Combiners to assign the owning team's symbol to. (index 0: red, index 1: blue) The symbol texture will be assigned to Material2 of the corresponding Combiner when a team owns the node. It will not be removed again if the node is destroyed or taken by another team.