User:Eliot/LevelConfigManager: Difference between revisions
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==Purpose== | ==Purpose== | ||
'''LevelConfigManager | '''LevelConfigManager''' Is mainly used for editing the weapons players start with as well modify default health, shield armor and put in timed messages which might explain the map and/or who made the map but it also provides a lot of other actors that might be useful for you map such as the Keys i.e. KeyObjective, KeyPickup and KeyTrigger these are often used in solo trial maps and open trial maps. As of now the tool is used in 300+ trial maps but that's pretty much because everyone likes to get rid of the [[UE2:Assault Rifle(UT2004)|Assault Rifle]] :P. | ||
==Classes Tree== | ==Classes Tree== | ||
* '''Bold''' = Placeable | * '''Bold''' = Placeable | ||
* ''Italic'' = Notplaceable | * ''Italic'' = Notplaceable | ||
* Normal = Not part of | * Normal = Not part of LCM | ||
+Object | +Object | ||
++Actor | ++Actor | ||
Line 29: | Line 29: | ||
++++''LocalPlayerInfo'' | ++++''LocalPlayerInfo'' | ||
++++Mutator | ++++Mutator | ||
+++++'''[[ | +++++'''[[#LevelConfigActor|LevelConfigActor]]''' | ||
+++Inventory | +++Inventory | ||
++++Ammunition | ++++Ammunition | ||
Line 99: | Line 99: | ||
+++ShieldFire | +++ShieldFire | ||
++++''AShieldFire'' | ++++''AShieldFire'' | ||
==LevelConfigActor== | |||
{{infobox class | |||
| class = LevelConfigActor | |||
| parent1 = Mutator | |||
| parent2 = Info | |||
| parent3 = Actor | |||
| parent4 = Object | |||
| game = UT2004 | |||
| engine = UE2 | |||
| custom = yes | |||
}} | |||
'''LevelConfigActor''' or '''LCA''' is the main and most important actor of the '''LevelConfigManager''' package, LCA has features such as customized pawn properties i.e. '''Health''', '''HealthMax''', LCA also provides many other features such as '''TimedMessages''' which lets the L.D.s set a custom message about their map that will be displayed to players every few minutes(random) this feature includes Map Author, a notification about LCA and a credits message. | |||
'''Note:''' Almost every struct in LCA has a property named '''bEnabled''', which is self-explanatory. | |||
===Struct 'sWeapon'=== | |||
====Amount==== | |||
'''Type:''' [[int]] | |||
The amount of initial ammo each weapon will have. | |||
===Struct 'sWeaponList'=== | |||
====DefaultStartWeapon==== | |||
'''Type:''' [[class]]<[[Weapon]]> | |||
The weapon class to use. | |||
====bCanDropWeapon==== | |||
'''Type:''' [[bool]] | |||
Whether the player will be able to throw this weapon. | |||
===Struct 'sDefWepList'=== | |||
====DefaultStartWeapons==== | |||
'''Type:''' [[array]]<[[#Struct 'sWeaponList'|sWeaponList]]> | |||
A list of weapons players will spawn with, each weapon can have its '''bCanDropWeapon''' configured. | |||
===Property group 'DefaultWeapons'=== | |||
====StartWeaponList==== | |||
'''Type:''' [[#Struct 'sDefWepList'|sDefWepList]] | |||
A [[struct]] with a list of weapons and an option '''bEnabled''' to decide whether players will use this list as their default weapons. | |||
===Property group 'Weapons'=== | |||
====Weapons==== | |||
'''Type:''' [[#Struct 'sWeapon'|sWeapon]] | |||
The [[struct]] contains a '''Amount''' property to specify the amount of initial ammo each weapon will have. | |||
===Property group 'Exta'=== | |||
====ForceView==== | |||
'''Type:''' [[enum|'''EForceView''']] | |||
'''Members''' | |||
* '''FV_None''' | |||
:Don't force the players view | |||
* '''FV_OnlyFirstPerson''' | |||
:Force the players view to first person i.e. the player cannot use '''BehindView'''. | |||
* '''FV_OnlyThirdPerson''' | |||
:Force the players view to third person i.e. the player cannot use '''FirstPerson'''. | |||
====ForceTeam==== | |||
'''Type:''' [[enum|'''EForceTeam''']] | |||
'''Members''' | |||
* '''FT_None''' | |||
:Don't force the players team | |||
* '''FT_Red''' | |||
:Force the players team to red a.k.a attackers. | |||
* '''FT_Blue''' | |||
:Force the players team to blue a.k.a defenders. | |||
====bNoPawnCollision==== | |||
'''Type:''' [[bool]] | |||
Because of trials players blocking each other is a major issue therefor mutators have been made to turn off the collision, however people don't have or don't use those mutators and so its better to have this implemented in the map itself. | |||
====bFastRespawnPickups==== | |||
'''Type:''' [[bool]] | |||
Sets the respawn time of pickups to 0.5, because of trials pickups need to be available anytime therefor this feature was added so that you don't have to bother configuring the properties of each pickup. | |||
====GameSpeed==== | |||
'''Type:''' [[float]] | |||
The percent to scale the game's speed by. | |||
====TrialMode==== | |||
'''Type:''' [[enum|'''ETrialMode''']] | |||
'''Members''' | |||
* '''TM_Custom''' | |||
:Use a custom specified value as the momentum scale for all weapons. | |||
* '''TM_Normal''' | |||
:Don't change the momentum scale. | |||
* '''TM_DM''' | |||
:Make the momentum scale for all weapons like it is in deathmatch i.e. in assault the momentum was scaled down to 0.3, this will do the opposite. | |||
* '''TM_Master''' | |||
: Same as '''TM_DM''' but with additional scaling of 1.325. | |||
* '''TM_Berserk''' | |||
: Same as '''TM_DM''' but with additional scaling of 1.5. | |||
====MapType==== | |||
'''Type:''' [[enum|'''EMapType''']] | |||
'''Members''' | |||
* '''MT_Default''' | |||
:Use the default(or your) configuration of LCA. | |||
* '''MT_BunnyTrack''' | |||
:Use the LCA BunnyTrack configuration e.g. no wall dodges no double jump. | |||
'''Note:''' Not all properties are documented here!. | |||
==Download== | ==Download== | ||
[http://www.filefront.com/16103707/Level-Config-Manager-2.9/ FileFront Download](w/source) | [http://www.filefront.com/16103707/Level-Config-Manager-2.9/ FileFront Download LCM Version 2.9](w/source code) | ||
[[Category:Mapping tools]] | [[Category:Mapping tools]] |
Revision as of 19:26, 13 June 2010
Purpose
LevelConfigManager Is mainly used for editing the weapons players start with as well modify default health, shield armor and put in timed messages which might explain the map and/or who made the map but it also provides a lot of other actors that might be useful for you map such as the Keys i.e. KeyObjective, KeyPickup and KeyTrigger these are often used in solo trial maps and open trial maps. As of now the tool is used in 300+ trial maps but that's pretty much because everyone likes to get rid of the Assault Rifle :P.
Classes Tree
- Bold = Placeable
- Italic = Notplaceable
- Normal = Not part of LCM
+Object ++Actor +++Brush ++++Volume +++++PhysicsVolume ++++++LCAMaterialToggleVolume ++++++LCA_BTSoloCheckPointVolume +++++++LevelConfigManagerVolumes ++++++++InfinityJumpVolume ++++++++LCAShieldGunVolume ++++++++LandMineVolume ++++++++PawnLimitVolume ++++++++SetVehicleCollisionVolume ++++++++xPawnModifyVolume +++HudOverlay ++++LCAHudOverlay +++Info ++++LCAAccessInfo ++++LCAAttachHandler ++++LCANetMaterialTrigger ++++LCARainbowColorInfo ++++LocalPlayerInfo ++++Mutator +++++LevelConfigActor +++Inventory ++++Ammunition +++++AirEnergy ++++LCAKeyInventory +++Weapon ++++ShieldGun +++++AirShieldGun +++InventoryAttachment ++++WeaponAttachment +++++xWeaponAttachment ++++++ShieldAttachment +++++++PShieldAttachment +++Light ++++ColorFadingLight +++NavigationPoint ++++JumpDest +++++JumpSpot ++++++GameObjective +++++++ProximityObjective ++++++++UseObjective +++++++++BonusObjective +++++++++LCAKeyObjective ++++++JumpPad +++++++UTJumpPad ++++++++LCAJumpPad ++++SmallNavigationPoint +++++Teleporter ++++++EnhancedTeleporter +++Pickup ++++LCAKeyPickup ++++TournamentPickUp +++++DodgePickup ++++WeaponPickup +++++UTWeaponPickup ++++++ShieldGunPickup +++++++ASGPickup +++Triggers ++++LevelConfigManagerTriggers +++++AccessTrigger +++++ComboTrigger +++++GameSpeedModifier +++++LCAActorReset +++++LCAKeyTrigger +++++LCASetMaterialSeq +++++LCAStandTrigger +++++LCAWeaponGiver +++++LocalMessageTrigger +++++MonsterSpawner +++++PrivateMap +++++SetDefaultWeaponList +++++SpeedMultiplicaterTrigger +++++TodoList +++xEmitter ++++PinkRings ++DamageType +++AirDamType ++++DamTypeLandMine ++LCAFunctions ++Material +++RenderedMaterial ++++ConstantMaterial +++++ConstantColor ++++++LCARainbowColorMat ++ScriptedAction +++Action_Inventory +++Action_PawnSet ++WeaponFire +++ShieldFire ++++AShieldFire
LevelConfigActor
LevelConfigActor or LCA is the main and most important actor of the LevelConfigManager package, LCA has features such as customized pawn properties i.e. Health, HealthMax, LCA also provides many other features such as TimedMessages which lets the L.D.s set a custom message about their map that will be displayed to players every few minutes(random) this feature includes Map Author, a notification about LCA and a credits message.
Note: Almost every struct in LCA has a property named bEnabled, which is self-explanatory.
Struct 'sWeapon'
Amount
Type: int
The amount of initial ammo each weapon will have.
Struct 'sWeaponList'
DefaultStartWeapon
The weapon class to use.
bCanDropWeapon
Type: bool
Whether the player will be able to throw this weapon.
Struct 'sDefWepList'
DefaultStartWeapons
Type: array<sWeaponList>
A list of weapons players will spawn with, each weapon can have its bCanDropWeapon configured.
Property group 'DefaultWeapons'
StartWeaponList
Type: sDefWepList
A struct with a list of weapons and an option bEnabled to decide whether players will use this list as their default weapons.
Property group 'Weapons'
Weapons
Type: sWeapon
The struct contains a Amount property to specify the amount of initial ammo each weapon will have.
Property group 'Exta'
ForceView
Type: EForceView
Members
- FV_None
- Don't force the players view
- FV_OnlyFirstPerson
- Force the players view to first person i.e. the player cannot use BehindView.
- FV_OnlyThirdPerson
- Force the players view to third person i.e. the player cannot use FirstPerson.
ForceTeam
Type: EForceTeam
Members
- FT_None
- Don't force the players team
- FT_Red
- Force the players team to red a.k.a attackers.
- FT_Blue
- Force the players team to blue a.k.a defenders.
bNoPawnCollision
Type: bool
Because of trials players blocking each other is a major issue therefor mutators have been made to turn off the collision, however people don't have or don't use those mutators and so its better to have this implemented in the map itself.
bFastRespawnPickups
Type: bool
Sets the respawn time of pickups to 0.5, because of trials pickups need to be available anytime therefor this feature was added so that you don't have to bother configuring the properties of each pickup.
GameSpeed
Type: float
The percent to scale the game's speed by.
TrialMode
Type: ETrialMode
Members
- TM_Custom
- Use a custom specified value as the momentum scale for all weapons.
- TM_Normal
- Don't change the momentum scale.
- TM_DM
- Make the momentum scale for all weapons like it is in deathmatch i.e. in assault the momentum was scaled down to 0.3, this will do the opposite.
- TM_Master
- Same as TM_DM but with additional scaling of 1.325.
- TM_Berserk
- Same as TM_DM but with additional scaling of 1.5.
MapType
Type: EMapType
Members
- MT_Default
- Use the default(or your) configuration of LCA.
- MT_BunnyTrack
- Use the LCA BunnyTrack configuration e.g. no wall dodges no double jump.
Note: Not all properties are documented here!.
Download
FileFront Download LCM Version 2.9(w/source code)