I love the smell of UnrealEd crashing in the morning. – tarquin

Difference between revisions of "User:Wormbo/OnslaughtSpecials"

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m (should be myLevel'd)
m (credits and formating)
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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.
 
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}}}}
 
[[Category:Mapping tools]]
 
  
==ForcedDirVolume==
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==Credits==
 +
Thanks go out to:
 +
*[[User:Crusha|Crusha K. Rool]] who started to create a bunch of useful mapping tools and inspired me to create this package.
 +
*[http://forums.epicgames.com/member.php?u=1323277 iwanpompier] who wrote the DirectionalNode, a power node class that works correctly even if not placed upright.
 +
 
 +
==Class descriptions==
 +
===ForcedDirVolume===
 
{{infobox class
 
{{infobox class
 
|class  = ForcedDirVolume
 
|class  = ForcedDirVolume
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How much to push vehicles and Redeemer missiles.
 
How much to push vehicles and Redeemer missiles.
  
==ONSPowerCoreSpecial==
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===ONSPowerCoreSpecial===
 
{{infobox class
 
{{infobox class
 
|class  = ONSPowerCoreSpecial
 
|class  = ONSPowerCoreSpecial
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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.
 
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==
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===ONSPowerNodeSpecial===
 
{{infobox class
 
{{infobox class
 
|class    = ONSPowerNodeSpecial
 
|class    = ONSPowerNodeSpecial
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How high above the node the energy sphere should be.
 
How high above the node the energy sphere should be.
  
==xTeamMaterialSwitch==
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===xTeamMaterialSwitch===
 
{{infobox class
 
{{infobox class
 
|class  = xTeamMaterialSwitch
 
|class  = xTeamMaterialSwitch
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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.
 
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==
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===xTeamMonitor===
 
{{infobox class
 
{{infobox class
 
|class  = xTeamMonitor
 
|class  = xTeamMonitor
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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.
 
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.
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 +
 +
{{DEFAULTSORT:{{SUBPAGENAME}}}}[[Category:Mapping tools]]

Revision as of 08:50, 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.

Credits

Thanks go out to:

  • Crusha K. Rool who started to create a bunch of useful mapping tools and inspired me to create this package.
  • iwanpompier who wrote the DirectionalNode, a power node class that works correctly even if not placed upright.

Class descriptions

ForcedDirVolume

UT2004 Object >> Actor >> Brush >> PhysicsVolume >> ForcedDirVolume (custom)
Package: 
OnslaughtSpecials
This class in other games:
UDK, UT3

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

UT2004 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

Type: array<name>

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

UT2004 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

Type: array<name>

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

UT2004 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

UT2004 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.