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
Contents
- 1 General usage considerations
- 2 Credits
- 3 Class descriptions
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
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
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
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
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. (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
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
Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> ONSPowerCore >> ONSPowerNode >> ONSPowerNodeNeutral >> ONSPowerNodeSpecial >> ONSCountdownNode (custom) |
- 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
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
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. (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
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
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.
Structs
TAnnouncement
Describes an announcement for the countdown node.
- Pages using duplicate arguments in template calls
- Custom UT2004-specific classes
- Subclasses of ScriptedAction (UT2004)
- Subclasses of PhysicsVolume (UT2004)
- Subclasses of WeaponLocker (UT2004)
- Subclasses of ONSPowerNodeSpecial (UT2004)
- Subclasses of ONSPowerCore (UT2004)
- Subclasses of ONSPowerNodeNeutral (UT2004)
- Subclasses of xTeamBanner (UT2004)
- Mapping tools