UE2:PlayerSpawnManager (UT2004)
- Package:
- UT2k4Assault
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PlayerSpawnManager
In Assault Player.PlayerReplicationInfo.Team and PlayerStart.TeamNumber do not match! The SpawnManager makes the connection between the team number and the right PlayerStart Taking in account things like: - which team is attacking or defending - multiple (consecutively triggered or not) spawn areas - forced pawn class with specific spawn areas
How to use: - Add a PlayerSpawnManager for each Spawn area in the level - Due to the way UT handles playerstarts, you must have PlayerStart actors with TeamNumber=0 in the Level
Parameters are self explanatory
Properties
Property group 'PlayerSpawnManager'
AssaultTeam
Type: EPSM_AssaultTeam
bAllowTeleporting
Type: bool
Default value: True
bEnabled
Type: bool
Default value: True
DisabledVehicleFactoriesTag
Modifiers: editinline
Disable vehicle factories (and kill child)
ForcedPawnClass
OverridePawnClass
Type: EPSM_ForcePossessPawn
Default value: EPSM_ForceDefaultPawnClass
PlayerStartTeam
Type: int
TeamNumber of the PlayerStart actors the manager is pointing to
Internal variables
BACKUP_bEnabled
Type: bool
Default values
Property | Value |
---|---|
bNoDelete | True |
Style | STY_Sprite |
Enums
EPSM_AssaultTeam
- EPSM_Attackers
- EPSM_Defenders
EPSM_ForcePossessPawn
- EPSM_None
- No Force..
- EPSM_ForcedPawnClass
- Forces Pawn class override at spawn
- EPSM_ForceDefaultPawnClass
- Forces controller to use his default Pawn Class when spawning
Functions
Events
PostBeginPlay
Overrides: Actor.PostBeginPlay
Trigger
Overrides: Actor.Trigger
Other instance functions
ApprovePlayerStart
PawnClassOverride
Reset
Overrides: Actor.Reset
SetEnabled
UpdatePrecacheMaterials
Overrides: Actor.UpdatePrecacheMaterials