User:Crusha/UltimateMappingTools/VehicleTeleporter: Difference between revisions
First revision of the page. Autogenerated but checked for correctness. |
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- ROBO (UT2004ModList) Came up with the original SetPhysics workaround | - ROBO (UT2004ModList) Came up with the original SetPhysics workaround | ||
- Derek "HoMeRS}i{MpSoN" Altamirano | - Derek "HoMeRS}i{MpSoN" Altamirano for the hint on the velocity multipler code. | ||
hint on the velocity multipler code. | |||
- Steve Polge for the suggestion to widen the reachspec collision, stops | - Steve Polge for the suggestion to widen the reachspec collision, stops bots bailing out just before teleporting, because they could not find a wide enough path. | ||
bots bailing out just before teleporting, because they could not find | |||
a wide enough path. | |||
- UnrealWiki | - UnrealWiki for it's invaluable documentation of some fuctions i've never used before this. | ||
of some fuctions i've never used before this. | |||
- All other Code/bugs by Me (KillBait!) | - All other Code/bugs by Me (KillBait!) |
Latest revision as of 04:09, 8 May 2011
Object >> Actor >> NavigationPoint >> SmallNavigationPoint >> Teleporter >> VehicleTeleporter (custom) |
- Package:
- UltimateMappingTools
VehicleTeleporter v1.0 by KillBait!
A Teleporter that can be used by players AND vehicles. Works with bots too.
Tested on a dedicated (v3339) server and it runs O.K.
Goals
The aim was to have a teleport that was usable by both vehicles and players, and still used the normal teleporter functions, to make it as easy as possible for LD's to use, and required no extra work on server admins for them to support these new features.
Usage Restrictions
You are Free to use this actor in whatever type of Map/Mod/TC you want, BUT, please do not rip out/remove the notes and comments. I have learned a lot from looking at other peoples code, and i want to keep it here for others to look at. Maybe, even with my newbie coding skills, it will be of help to somebody.
Credits
- ROBO (UT2004ModList) Came up with the original SetPhysics workaround
- Derek "HoMeRS}i{MpSoN" Altamirano for the hint on the velocity multipler code.
- Steve Polge for the suggestion to widen the reachspec collision, stops bots bailing out just before teleporting, because they could not find a wide enough path.
- UnrealWiki for it's invaluable documentation of some fuctions i've never used before this.
- All other Code/bugs by Me (KillBait!)
Properties
Property group 'VehicleTeleporter'
bGroundVehiclesOnly
Type: bool
The teleporter won't work on flying vehicles.
bTeleportVehiclesOnly
Type: bool
No players are teleported.
Internal variables
bKeepFlyingUpright
Type: bool
For some reason is bKStayUpright set to False for vehicles that are teleported, but that would render any flying vehicle really unstable, so we remember the value and set it back afterwards.
ReachSpecCollHeight
Type: int
Changes the collision height of the destination path to this. So bots don't bail.
ReachSpecCollRadius
Type: int
Changes the collision radius of the destination path to this. So bots don't bail.
Functions
Events
Accept
Overrides: Teleporter.Accept
PostBeginPlay
Overrides: Teleporter.PostBeginPlay
PostTouch
Overrides: Teleporter.PostTouch
SpecialCost
Overrides: Teleporter.SpecialCost
SpecialHandling
Overrides: Teleporter.SpecialHandling
Touch
Overrides: Teleporter.Touch
Other instance functions
ClearDest