I don't need to test my programs. I have an error-correcting modem.
User:Wormbo/OnslaughtSpecialsLite
Contents
- 1 General usage considerations
- 2 Credits
- 3 Class descriptions
The Onslaught Specials Lite package contains some new and some improved classes that are mainly aimed at Onslaught. The classes that are not obviously specific to Onslaught, i.e. not related to power nodes or cores, should work in all other game types. Below is a list of placeable actors and their new properties.
I decided to release these separately from the main Onslaught Specials package because I don't see that one getting finished any time soon. Currently there is no example map for the OnslaughtSpecialsLite package.
General usage considerations
I recommend embedding the package in your map via the command load file=OnslaughtSpecialsLite.u package=myLevel
at the UnrealEd console. Make sure it is not yet loaded when you use that command. Also sometimes UnrealEd ignores the command the first time you execute it. Check the log window to see if the package was actually loaded. If not, just execute the command again.
Classes that affect or are affected by power nodes or cores obviously only make sense in Onslaught maps. Classes without such explicit relation may also be useful in other game modes, like VCTF or even DeathMatch.
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.
Class descriptions
ACTION_DamagePowerNode
Object >> ScriptedAction >> ACTION_DamagePowerNode (custom) |
- Package:
- OnslaughtSpecialsLite
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_HealPowerNode
Object >> ScriptedAction >> ACTION_HealPowerNode (custom) |
- Package:
- OnslaughtSpecialsLite
Heals a power node or core. Yes, this also heals power cores.
bWithEffect
Type: bool
Whether to heal the node as if it was healed with the Link Gun. (Only works correctly for ONSPowerNodeSpecial from the OnslaughtSpecials package.)
Default value: False
DamageAmount
Type: int
How much health to add to the node or core.
Default value: 10
NodeTag
Type: name
The node/core Tag name. Only the first matching node or core is damaged.
ACTION_IfNodeOwnedBy
Object >> ScriptedAction >> ACTION_IfNodeOwnedBy (custom) |
- Package:
- OnslaughtSpecialsLite
Enters the following section only if the specified node is owned by a specific team or linked by a specific power core.
NodeTag
Type: name
The Tag name of the node or core to test.
CoreTag
Type: name
The Tag name of the core to test against.
TeamNum
Type: byte
The team number to test against. 0 = red, 1 = blue, 2 = neutral, 255 = ignore team.
ACTION_IfNodeShielded
Object >> ScriptedAction >> ACTION_IfNodeShielded (custom) |
- Package:
- OnslaughtSpecialsLite
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:
- OnslaughtSpecialsLite
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:
- OnslaughtSpecialsLite
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.
ONSSwitchedSidesEventRedirector
- Package:
- OnslaughtSpecialsLite
Converts trigger or untrigger events according to whether sides are switched in Onslaught or not.
Property group Events
SwitchedSidesEvent
Type: name
The event to trigger when sides are switched. If sides are not switched, the event specified in the Event property is triggered instead.
ONSWithTranslocator
- Package:
- OnslaughtSpecialsLite
Forcibly enables the Translocator in this map.
TriggeredWeaponBase
Object >> Actor >> xPickUpBase >> xWeaponBase >> TriggeredWeaponBase (custom) |
- Package:
- OnslaughtSpecialsLite
A weapon pickup base that only spawns a weapon when triggered.
Properties
bShouldRespawn
Type: bool
Should the weapon respawn automatically after being picked up? If not, the pickup base deactivates automatically after the weapon was picked up.
States
TriggerControl
Triggering activates the weapon base, untriggering or reset deactivates it.
TriggerToggle
Triggering activates the weapon base, triggering again or reset deactivates it.
TriggerTurnOn
Triggering activates the weapon base, reset deactivates it.
xTeamMaterialSwitch
Object >> Actor >> Decoration >> xTeamBanner >> xTeamMaterialSwitch (custom) |
- Package:
- OnslaughtSpecialsLite
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:
- OnslaughtSpecialsLite
An Onslaught-compatible version of the xMonitor. Place one of the three subclasses in your map and it will associate itself with the closest node or core.
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.
- 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 Triggers (UT2004)
- Subclasses of Info (UT2004)
- Subclasses of xWeaponBase (UT2004)
- Subclasses of xTeamBanner (UT2004)
- Mapping tools