User:Eliot/LevelConfigManager
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.
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.
Properties
Property group 'AirShieldGun'
bCanDropWeapon
Type: bool
Default value: True
bHaveAirShieldGun
Type: bool
bNoDynamicLight
Type: bool
bNoPinkRings
Type: bool
HealthBoost
Type: int
Default value: 10
Property group 'DefaultWeapons'
StartWeaponList
Type: sDefWepList
A struct with a list of weapon classes and an option bEnabled to decide whether LevelConfigActor should use this list as the default weapon classes.
Default value:
Member | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bEnabled | False | ||||||||
DefaultStartWeapons |
|
Property group 'Extra'
bFastRespawnPickups
Type: bool
Sets the respawn time of pickups to 0.5. Because of trials pickups need to be available anytime, this feature was added so that you don't have to bother configuring the properties of each pickup.
Default value: True
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 it's better to have this implemented in the map itself.
Default value: True
CameraEffects
Type: array<CameraEffect>
Modifiers: editinlinenotify, export
DefaultCombo
Start combo to give at spawn.
ForceTeam
Type: EForceTeam
ForceView
Type: EForceView
The player view mode to force players to.
GameSpeed
Type: float
Game speed scaling.
Default value: 1.0
KeyHUDClass
Type: class<LCA_KeyHUD>
Modifiers: const
This is the KeyHUD class that will be used to render the keys on HUD for players.
Default value: Class'LevelConfigManagerV3.LCA_KeyHUD'
MapType
Type: EMapType
RenderMode
Type: int
Default value: 5
ScreenOverlay
Type: sClientOverlay
Default value:
Member | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bEnabled | False | ||||||||||
Color |
| ||||||||||
RenderHandler | Class'LevelConfigManagerV3.LCA_HudOverlay' |
TimedMessage
Type: sTimedMessage
Default value:
Member | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bDisplayAuthor | True | ||||||||||
bEnabled | True | ||||||||||
MessageColor |
|
TrialMode
Type: ETrialMode
The kind of trial mode(in terms of momentum) to use.
Default value: TM_Normal
xPawnExtras
Type: sExtra_xPawn
Default value:
Member | Value |
---|---|
bEnabled | False |
DodgeLimit | 1 |
HeadSize | 1.0 |
PlayerSize | 1.0 |
Property group 'GameInfo'
Game
Type: GameStruct
Default value:
Member | Value |
---|---|
bEnabled | False |
TimeLimit | 45 |
Property group 'PawnMutation'
AirControl
Type: float
The AirControl strength of pawns.
Default value: 0.35
bAllowCrouch
Type: bool
Whether players are able to crouch.
Default value: True
bAllowDodge
Type: bool
Whether players are able to dodge.
Default value: True
bAllowDodgeJump
Type: bool
Whether players are able to jump after doing a dodge.
Default value: True
bAllowWallDodge
Type: bool
Whether players are able to dodge off a wall.
Default value: True
bBerserk
Type: bool
Whether players are in berserk mode.
DamageScale
Type: float
The scaling a pawn deals e.g. if you would set this to 2.0 then all damage dealt by a pawn would be doubled, or 0.0 for no pawn dealt damage at all.
Default value: 1.0
DefaultHealth
Type: int
The amount of health pawns will spawn with.
Default value: 100
DefaultShield
Type: int
The amount of shield pawns will spawn with.
DodgeSpeedHeight
Type: float
The height a pawn can achieve from a dodge.
Default value: 210.0
DodgeSpeedLength
Type: float
The distance a pawn can achieve from a dodge.
Default value: 1.5
JumpHeight
Type: int
The height boost for the first jump.
Default value: 340
MassScaling
Type: float
The mass scaling of pawns.
Default value: 1.0
MaxFallSpeed
Type: int
The distance a pawn can survive from a fall.
Default value: 1200
MaxHealth
Type: int
The max health pawns can have.
Default value: 100
MaxSuperHealth
Type: int
The max superhealth pawns can have.
Default value: 199
MaxSuperShield
Type: int
The max supershield pawns can have.
Default value: 150
MoveSpeedScaling
Type: float
The scaling of the groundspeed, airspeed, waterspeed, crouchspeed and walkspeed of a pawn.
Default value: 1.0
MultiJumpHeight
Type: int
The height boost for every multiple jump.
Default value: 25
MultiJumpLimit
Type: int
Amount multiple jumps pawns can do.
Default value: 1
UnderWaterTime
Type: float
The time a pawn can be under water before he starts to drown.
Default value: 20.0
Property group 'Projectile'
Projectiles
Type: array<sProjectile>
Property group 'Weapon'
Weapons
Type: sWeapon
Default value:
Member | Value |
---|---|
Amount | 50 |
bEnabled | False |
Enums
EForceTeam
- 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.
EForceView
The player view mode to force players to.
- 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.
EMapType
- MT_Default
- Use the default(or your) configuration of LCA.
- MT_BunnyTrack
- Use the LCA BunnyTrack configuration e.g. no wall dodges and no double jump.
ETrialMode
The kind of trial mode(in terms of momentum) to use.
- TM_Custom
- Use a self-specified momentum scaling.
- TM_Normal
- Don't change the momentum scaling.
- TM_DM
- Use the momentum scaling of Deathmatch in Assault.
- TM_Master
- Use the momentum scaling of Deathmatch with an additional percent of 1.325.
- TM_Berserk
- Use the momentum scaling of Deathmatch with an additional percent of 1.5.
Structs
GameStruct
sAttachActor
sClientOverlay
- bool bEnabled
- Object.Color Color
- Material Texture
- class<LCA_HudOverlay> RenderHandler
- bool bNotInSpec
sDefWepList
- array<sWeaponList> DefaultStartWeapons
- A list of weapon classes that players will use as their default weapons they will spawn with.
- bool bEnabled
- Use this DefaultStartWeapons list instead of the one specified by the game.
sExtra_xPawn
- bool bEnabled
- bool bNoDodgeDelay
- Hack: Allows you to dodge whenver you are on the ground
- bool bMakeSureNoDodgeDoubleJump
- Hack: Configurates MutMultiDodge2k3
- float PlayerSize
- float HeadSize
- int DodgeLimit
- Hack: Allows you to can wall dodge more than once while in the air.
- array<sProperty> ExtraVariables
- Hack: Mappers choose variable to set.
- sPawnSkin Skin
- array<sAttachActor> LocalAttachActors
- Local only!, the player(you) spawns those for all players, only usefull for visual effects
- array<sAttachActor> ServerAttachActors
- Spawned on the server only, might be replicated to client depending on the actor!
sPawnSkin
- bool bEnabled
- If TRUE apply the specified Skins and the Model(if not none).
- array<Material> Skins
- The skins to apply to all players.
- Mesh Model
- The model to apply to all players.
sProjectile
- class<Projectile> ProjectileClass
- The projectile class to apply those properties of this struct to.
- array<sProperty> Properties
- Projectile properties to modify.
sProperty
A property struct.
- string PropertyName
- The name of a property to assign the PropertyValue on.
- string PropertyValue
- The value to set for the property of PropertyName.
sTimedMessage
- bool bEnabled
- TimeMessage is enabled, Credits too if bDisplayAuthor is true as well.
- bool bDisplayAuthor
- If true then the author set in LevelProperties will be broadcast along with 'TimeMessage'.
- array<string> TimeMessage
- Additional messages to broadcast.
- string Credits
- Input names of people who contributed, helped or tested your map, each name should be separated with comma.
- Object.Color MessageColor
- The color to use to colourize the 'TimeMessage' messages.
sWeapon
sWeaponList
Download
FileFront Download LCM Version 2.9(w/source code)