User:Crusha/UltimateMappingTools
Introduction
About this site
This site is dedicated to my upcoming toolset for Unreal Tournament 2004, formerly known as UltimateONSTools. It serves as a documentation to the toolset and will explain the effects of each variable in each actors. A separate page gives some examples of how the contents of this set can be put to use.
Please do not apply any changes on this site, I will maintain it on my own. Use the discussion page for feedback.
Motivation
First I just wanted to create a VehicleFactory for ONS that allows the mapper to configure more than he can with the default one. It worked fine, but then I wanted to have even more control as a mapper about the gameflow by considering which PowerNodes in ONS are captured by a team and which are not. The idea itself grew when I saw UT3's Kismet and decided to create something for all UT2004-mappers that gives them somewhat similar influence about gameflow. In the end I came to a point where I wanted to gather everything that a mapper could ever wish to use in map in this set - one single .u-file that every mapper should add to his EditPackages list and be happy. :)
There would be no use in recreating something that has been done by other coders already. And because we are one big community, I asked other coders if I could use some of their work here, especially such things that exist not in their own .u-file.
They were very friendly, especially Wormbo. Half of the things in this pack come from him!
The actors from other coders have been renamed for this toolset to avoid conflicts with the originals. Most actors from Jailbreak has been renamed from "JBxyz" to "UTxyz" (because UT stands for UltimateTools :P), only a few remained "Ultimate".
Note: In my actors can "red" and "blue" be considered static on the map, that means the mapper only has to think in a way like he would map for gametypes where the teams won't switch sides after reset. If the sides are swapped in ONS, then my actors will handle this automatically and work properly for the other team on that side of the map.
The Tools
UltimateONSFactory
by Crusha K. Rool, thanks to iwanpompier for help at getting the radar to work
Object >> Actor >> SVehicleFactory >> ONSVehicleFactory >> UltimateONSFactory (custom) |
An ONS-mapper's jack of all trades device. This allows the mapper to tweak the vehicle balance of the match right down to the last detail. Allows to specify an individual vehicle list for both teams from which the next vehicle can be chosen randomly. Each individual vehicle entry in a list can be further modified, also with the ability to track the vehicle on the RadarMap.
See this page for more informations about this actor.
EventGate
by Crusha K. Rool
- Known custom subclasses:
- Crusha/UltimateMappingTools/LogicGate, Crusha/UltimateMappingTools/InstigatorModifier, Crusha/UltimateMappingTools/VIPlayerEventGate, Crusha/UltimateMappingTools/NodeDamageGate, Crusha/UltimateMappingTools/NodeEventDirector, Crusha/UltimateMappingTools/UnTriggerEventGate, Crusha/UltimateMappingTools/ScoreContainer, Crusha/UltimateMappingTools/RandomEventGate, Crusha/UltimateMappingTools/CountdownEventGate
The abstract base class of all custom actors that handle TriggerEvents and UnTriggerEvents. All subclasses have collision disabled because they only depend on triggering.
LogicGate
by Crusha K. Rool
- Known custom subclass:
- Crusha/UltimateMappingTools/LogicGate
The abstract base class of all logic gates. The only purpose of this class is to group the subclasses.
The following subclasses exist:
LinksetupEventGate
by Crusha K. Rool
When being triggered, this will only trigger the next Event, if the current Linksetup matches one of the ones specified in the array.
Property group 'LinksetupEventGate'
AllowedLinksetups
Add names of Linksetups to this list. The next Event will only get (un)triggered when the current Linksetup is equal to one in this list.
RandomEventGate
by Crusha K. Rool
Triggers the next Event with a probability that can be defined by the mapper. You can also set an alternative Event that is used instead, if the other one is not chosen.
Property group 'Events'
AlternativeEvent
Type: name
If this is set, then it will be (un)triggered if the normal Event fails.
Property group 'RandomEventGate'
TriggerProbability
Type: float
Enter the probability in percent with that the normal Event shall be triggered. (That means this percentage is used if the actor gets triggered)
UnTriggerProbability
Type: float
Enter the probability in percent with that the normal Event shall be untriggered. (That means this percentage is used if the actor gets untriggered)
VIPlayerEventGate
by Crusha K. Rool
This receives an incoming (Un)TriggerEvent and performs several checks about the Instigator of this Event. It will (un)trigger the next Event, depending on what the result of the check is.
See this page for more informations about this actor.
InstigatorModifier
by Crusha K. Rool
Changes the properties of the Pawn that triggered the Event to the specified ones.
See this page for more informations about this actor.