Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

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*[[User:Crusha|Crusha K. Rool]] who started to create a bunch of useful mapping tools and not only inspired me to create this package, but also forwarded useful feedback from testers.
 
*[[User:Crusha|Crusha K. Rool]] who started to create a bunch of useful mapping tools and not only inspired me to create this package, but also forwarded useful feedback from testers.
 
*[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.
 
*[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.
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==Class descriptions==
 
==Class descriptions==
 
===ACTION_DamagePowerNode===
 
===ACTION_DamagePowerNode===

Revision as of 13:55, 9 August 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.

General usage considerations

I recommend embedding the package in your map via the command load file=OnslaughtSpecials.u package=myLevel at the UnrealEd console. Make sure it is not yet loaded when you use that command.

For consistency you should use ONSPowerCoreSpecial and ONSPowerNodeSpecial for either all or none of your power cores and nodes. The other classes have been generalized as much as possible, so they will also work correctly without the special power cores/nodes.

Credits

Thanks go out to:

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

Class descriptions

ACTION_DamagePowerNode

UT2004 Object >> ScriptedAction >> ACTION_DamagePowerNode (custom)
Package: 
OnslaughtSpecials

Damages a power node or core directly, even if it is protected or belongs to the instigator's team.

bAttackNotification

Type: bool

Whether to generate the regular attack notifications. (radar map, announcement)

Default value: True

DamageAmount

Type: int

How much health to remove from the node or core.

Default value: 100

NodeTag

Type: name

The node/core Tag name. Only the first matching node or core is damaged.

ACTION_IfNodeShielded

UT2004 Object >> ScriptedAction >> ACTION_IfNodeShielded (custom)
Package: 
OnslaughtSpecials

Enters the following section only if the specified node is shielded.

NodeTag

Type: name

The node/core Tag name. Only the first matching node or core is checked.

ACTION_IfSidesSwapped

UT2004 Object >> ScriptedAction >> ACTION_IfSidesSwapped (custom)
Package: 
OnslaughtSpecials

Enters the following section only if sides are switched on an Onslaught map.

bSidesSwitched

Type: bool

Whether the section should be executed when sides are swapped or when they are not.

Default value: True

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. (default: False)

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. (default: ONSVehicle)

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. (default: 4000.0)

NodeWeaponLocker

UT2004 Object >> Actor >> Pickup >> WeaponLocker >> NodeWeaponLocker (custom)
Package: 
OnslaughtSpecials

A special version of the weapon locker that only provides weapons to players of the team owning the closest power node or core. You can add it to the ForcedCloseActors of an ONSPowerNodeSpecial or ONSPowerCoreSpecial to forcibly associate it with that particular node or core even if it's actually closer to another node or core.

bNeutralIfNodeDisabled

Type: bool

If set, the NodeWeaponLocker behaves like a regular weapon locker if the closest power node is disabled.

ONSCountdownNode

Package: 
OnslaughtSpecials

A power node with a countdown. The countdown starts when the node finished building and when it is finished, an event is triggered.

bStopCountdownIfIsolated

Type: bool

Should the countdown stop if the node is isolated while not standalone? (default: True)

CountdownTime

Type: byte

The countdown time. (default: 60)

RedCompletedEvent

Type: name

Event to trigger when the red team completes the countdown.

BlueCompletedEvent

Type: name

Event to trigger when the blue team completes the countdown.

BuiltAnnouncements

Type: array<TAnnouncement>

Announcement to play when the node has finished construction.

Default value, index 0:

Member Value
AnnouncementSound Sound'A_StatusAnnouncer_RedControlsTheCountdownNode'
AnnouncementText "Red Controls the Countdown Node!"

Default value, index 1:

Member Value
AnnouncementSound Sound'A_StatusAnnouncer_BlueControlsTheCountdownNode'
AnnouncementText "Blue Controls the Countdown Node!"

DestroyedAnnouncements

Type: array<TAnnouncement>

Announcement to play when the node was destroyed before the countdown completed.

Default value:

Member Value
AnnouncementSound Sound'A_StatusAnnouncer_CountdownNodeDestroyed'
AnnouncementText "Countdown Node Destroyed"

HalfTimeAnnouncements

Type: array<TAnnouncement>

Announcement to play when half of the node's countdown time has passed.

SuccessAnnouncements

Type: array<TAnnouncement>

Announcement to play when the countdown has completed.

Default value, index 0:

Member Value
AnnouncementText "Red Countdown Node Completed!"

Default value, index 1:

Member Value
AnnouncementText "Blue Countdown Node Completed!"

TenSecondsLeftAnnouncements

Type: array<TAnnouncement>

Announcement to play when only ten seconds of the countdown time are left.

ONSPowerCoreSpecial

UT2004 Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore >> ONSPowerCoreSpecial (custom)
Package: 
OnslaughtSpecials

A standard Onslaught power core with a few additional features. Custom node names can be set via GameObjective -> ObjectiveName.

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. (default: 4500)

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. (default: True)

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. (default: True for ONSPowerNodeSpecial, False for ONSCountdownNode)

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. (default: True)

bNeverShielded

Type: bool

If enabled, the node will never have a shield even if it normally would. That means the node can always be attacked by the enemy team, even if the node isn't standalone and the enemy does not have a direct power link to it. (default: False for ONSPowerNodeSpecial, True for ONSCountdownNode)

bSphereBlocksPlayers

Type: bool

If this is disabled, players will no longer collide with the node's energy sphere. This can be useful if the SphereHeight is very low or if a blocking energy sphere would otherwise cause problems. (default: True)

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 for every second it is isolated. (default: 30)

LinkHealMultiplier

Type: float

Specifies, how efficiently the Link Gun can heal this node. (default: 1.0)

NodeHealth

Type: int

How much health the node initially has. (default: 2000)

ShieldedHealingPerSec

Type: int

How much damage is healed for this node for every second it is shielded. (default: 0)

SphereHeight

Type: float

How high above the node the energy sphere should be. (default: 370.0)

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.

Structs

TAnnouncement

Describes an announcement for the countdown node.

Sound AnnouncementSound 
An announcement sound to play.
name AnnouncementName 
Name of an announcement to play. This will be ignored if an announcement sound is set.
string AnnouncementText 
A localized text to display on the HUD as part of the announcement.