https://wiki.beyondunreal.com/w/index.php?action=history&feed=atom User:Wormbo/OnslaughtSpecialsLite - Revision history 2017-11-18T08:58:40Z Revision history for this page on the wiki MediaWiki 1.25.1 https://wiki.beyondunreal.com/User:Wormbo/OnslaughtSpecialsLite?diff=45487&oldid=prev Wormbo: makes sense to release these separately 2013-09-23T21:04:15Z <p>makes sense to release these separately</p> <p><b>New page</b></p><div>&lt;div style=&quot;float:right;padding:0 0 1em 1em;&quot;&gt;__TOC__&lt;/div&gt;<br /> The Onslaught Specials Lite package contains some new and some improved classes that are mainly aimed at Onslaught. The classes that are not obviously specific to Onslaught, i.e. not related to power nodes or cores, should work in all other game types. Below is a list of placeable actors and their new properties.<br /> <br /> I decided to release these separately from the main Onslaught Specials package because I don't see that one getting finished any time soon. Currently there is no example map for the OnslaughtSpecialsLite package. <br /> <br /> ==General usage considerations==<br /> I recommend embedding the package in your map via the command &lt;code&gt;load file=OnslaughtSpecialsLite.u package=myLevel&lt;/code&gt; at the UnrealEd console. Make sure it is not yet loaded when you use that command. Also sometimes UnrealEd ignores the command the first time you execute it. Check the log window to see if the package was actually loaded. If not, just execute the command again.<br /> <br /> Classes that affect or are affected by power nodes or cores obviously only make sense in Onslaught maps. Classes without such explicit relation may also be useful in other game modes, like VCTF or even DeathMatch.<br /> <br /> ==Credits==<br /> Thanks go out to:<br /> *[[User:Crusha|Crusha K. Rool]] who started to create a bunch of useful mapping tools and not only inspired me to create this package, but also forwarded useful feedback from testers.<br /> <br /> =Class descriptions=<br /> ==ACTION_DamagePowerNode==<br /> {{infobox class<br /> | class = ACTION_DamagePowerNode<br /> | game = UT2004<br /> | engine = UE2<br /> | package = OnslaughtSpecialsLite<br /> | parent1 = ScriptedAction<br /> | parent2 = Object<br /> | custom = yes<br /> }}<br /> Damages a power node or core directly, even if it is protected or belongs to the instigator's team.<br /> <br /> ====bAttackNotification====<br /> '''Type:''' [[bool]]<br /> <br /> Whether to generate the regular attack notifications. (radar map, announcement)<br /> <br /> '''Default value:''' True<br /> <br /> ====DamageAmount====<br /> '''Type:''' [[int]]<br /> <br /> How much health to remove from the node or core.<br /> <br /> '''Default value:''' 100<br /> <br /> ====NodeTag====<br /> '''Type:''' [[name]]<br /> <br /> The node/core Tag name. Only the first matching node or core is damaged.<br /> <br /> ==ACTION_HealPowerNode==<br /> {{infobox class<br /> | class = ACTION_HealPowerNode<br /> | game = UT2004<br /> | engine = UE2<br /> | package = OnslaughtSpecialsLite<br /> | parent1 = ScriptedAction<br /> | parent2 = Object<br /> | custom = yes<br /> }}<br /> Heals a power node or core. Yes, this also heals power cores.<br /> <br /> ====bWithEffect====<br /> '''Type:''' [[bool]]<br /> <br /> Whether to heal the node as if it was healed with the Link Gun. (Only works correctly for ONSPowerNodeSpecial from the OnslaughtSpecials package.)<br /> <br /> '''Default value:''' False<br /> <br /> ====DamageAmount====<br /> '''Type:''' [[int]]<br /> <br /> How much health to add to the node or core.<br /> <br /> '''Default value:''' 10<br /> <br /> ====NodeTag====<br /> '''Type:''' [[name]]<br /> <br /> The node/core Tag name. Only the first matching node or core is damaged.<br /> <br /> ==ACTION_IfNodeOwnedBy==<br /> {{infobox class<br /> | class = ACTION_IfNodeOwnedBy<br /> | game = UT2004<br /> | engine = UE2<br /> | package = OnslaughtSpecialsLite<br /> | parent1 = ScriptedAction<br /> | parent2 = Object<br /> | custom = yes<br /> }}<br /> Enters the following section only if the specified node is owned by a specific team or linked by a specific power core.<br /> <br /> ====NodeTag====<br /> '''Type:''' [[name]]<br /> <br /> The Tag name of the node or core to test.<br /> <br /> ====CoreTag====<br /> '''Type:''' [[name]]<br /> <br /> The Tag name of the core to test against.<br /> <br /> ====TeamNum====<br /> '''Type:''' [[byte]]<br /> <br /> The team number to test against. 0 = red, 1 = blue, 2 = neutral, 255 = ignore team.<br /> <br /> ==ACTION_IfNodeShielded==<br /> {{infobox class<br /> | class = ACTION_IfNodeShielded<br /> | game = UT2004<br /> | engine = UE2<br /> | package = OnslaughtSpecialsLite<br /> | parent1 = ScriptedAction<br /> | parent2 = Object<br /> | custom = yes<br /> }}<br /> Enters the following section only if the specified node is shielded.<br /> <br /> ====NodeTag====<br /> '''Type:''' [[name]]<br /> <br /> The node/core Tag name. Only the first matching node or core is checked.<br /> <br /> ==ACTION_IfSidesSwapped==<br /> {{infobox class<br /> | class = ACTION_IfSidesSwapped<br /> | game = UT2004<br /> | engine = UE2<br /> | package = OnslaughtSpecialsLite<br /> | parent1 = ScriptedAction<br /> | parent2 = Object<br /> | custom = yes<br /> }}<br /> Enters the following section only if sides are switched on an Onslaught map.<br /> <br /> ====bSidesSwitched====<br /> '''Type:''' [[bool]]<br /> <br /> Whether the section should be executed when sides are swapped or when they are not.<br /> <br /> '''Default value:''' True<br /> <br /> ==ForcedDirVolume==<br /> {{infobox class<br /> |class = ForcedDirVolume<br /> |package = OnslaughtSpecialsLite<br /> |game = UT2004<br /> |engine = UE2<br /> |custom = yes<br /> |parent1 = PhysicsVolume<br /> |parent2 = Volume<br /> |parent2 = Brush<br /> |parent4 = Actor<br /> |parent5 = Object<br /> }}<br /> A simple port of the [[UE3:ForcedDirVolume (UT3)|UT3 ForcedDirVolume]]. Since it doesn't support blocking other types of actors it is suggested to combine it with a [[UE2:BlockingVolume (UT2004)|BlockingVolume]] (or HitScanBlockingVolume) with bClassBlocker set to True and BlockedClasses containing UnrealPawn, PlayerController and Projectile (or at least TranslocatorBeacon) and whatever else mustn't enter that area.<br /> <br /> ====bDenyExit====<br /> '''Type:''' [[bool]]<br /> <br /> If set, drivers will not be able to exit the vehicle while it is affected by the volume.<br /> <br /> ====bDontBlockRedeemers====<br /> '''Type:''' [[bool]]<br /> <br /> If set, guided Redeemer missiles are allowed to pass through the volume unaffected. (default: False)<br /> <br /> ====TypeToForce====<br /> '''Type:''' [[class]]&lt;[[UE2:ONSVehicle (UT2004)|ONSVehicle]]&gt;<br /> <br /> The vehicle class to affect. Vehicles of this class or any subclass will be pushed by the volume. Set to &lt;code&gt;None&lt;/code&gt; to disable effects on vehicles. (default: ONSVehicle)<br /> <br /> ====VehiclePushDir====<br /> '''Type:''' [[vector]]<br /> <br /> The push direction. Unfortunately there's no way to visualize this in the editor.<br /> <br /> Alternatively you can set this to zero and modify Movement-&gt;Rotation instead. This will rotate the entire volume, but if you set Advanced-&gt;bDirectional=True you get an arrow at the volume's origin that points in the push direction.<br /> <br /> ====VehiclePushMag====<br /> '''Type:''' [[float]]<br /> <br /> How much to push vehicles and Redeemer missiles. (default: 4000.0)<br /> <br /> ==NodeWeaponLocker==<br /> {{infobox class<br /> |class = NodeWeaponLocker<br /> |package = OnslaughtSpecialsLite<br /> |game = UT2004<br /> |engine = UE2<br /> |custom = yes<br /> |parent1 = WeaponLocker<br /> |parent2 = Pickup<br /> |parent3 = Actor<br /> |parent4 = Object<br /> }}<br /> A special version of the weapon locker that only provides weapons to players of the team owning the closest power node or core. You can add it to the ForcedCloseActors of an ONSPowerNodeSpecial or ONSPowerCoreSpecial to forcibly associate it with that particular node or core even if it's actually closer to another node or core.<br /> <br /> ====bNeutralIfNodeDisabled====<br /> '''Type:''' [[bool]]<br /> <br /> If set, the NodeWeaponLocker behaves like a regular weapon locker if the closest power node is disabled.<br /> <br /> ==ONSSwitchedSidesEventRedirector==<br /> {{infobox class<br /> | class = ONSSwitchedSidesEventRedirector<br /> | game = UT2004<br /> | engine = UE2<br /> | package = OnslaughtSpecialsLite<br /> | parent1 = Triggers<br /> | parent2 = Actor<br /> | parent3 = Object<br /> | custom = yes<br /> }}<br /> Converts trigger or untrigger events according to whether sides are switched in Onslaught or not.<br /> <br /> ===Property group Events===<br /> ====SwitchedSidesEvent====<br /> '''Type:''' [[name]]<br /> <br /> The event to trigger when sides are switched. If sides are not switched, the event specified in the '''Event''' property is triggered instead.<br /> <br /> ==ONSWithTranslocator==<br /> {{infobox class<br /> | class = ONSWithTranslocator<br /> | game = UT2004<br /> | engine = UE2<br /> | package = OnslaughtSpecialsLite<br /> | parent1 = Info<br /> | parent2 = Actor<br /> | parent3 = Object<br /> | custom = yes<br /> }}<br /> Forcibly enables the [[liandri:Translocator|Translocator]] in this map.<br /> <br /> ==TriggeredWeaponBase==<br /> {{infobox class<br /> | class = TriggeredWeaponBase<br /> | game = UT2004<br /> | engine = UE2<br /> | package = OnslaughtSpecialsLite<br /> | parent1 = xWeaponBase<br /> | parent2 = xPickUpBase<br /> | parent3 = Actor<br /> | parent4 = Object<br /> | custom = yes<br /> }}<br /> A weapon pickup base that only spawns a weapon when triggered.<br /> <br /> ===Properties===<br /> ====bShouldRespawn====<br /> '''Type:''' [[bool]]<br /> <br /> Should the weapon respawn automatically after being picked up? If not, the pickup base deactivates automatically after the weapon was picked up.<br /> <br /> ===States===<br /> ====TriggerControl====<br /> Triggering activates the weapon base, untriggering or reset deactivates it.<br /> <br /> ====TriggerToggle====<br /> Triggering activates the weapon base, triggering again or reset deactivates it.<br /> <br /> ====TriggerTurnOn====<br /> Triggering activates the weapon base, reset deactivates it.<br /> <br /> ==xTeamMaterialSwitch==<br /> {{infobox class<br /> |class = xTeamMaterialSwitch<br /> |package = OnslaughtSpecialsLite<br /> |game = UT2004<br /> |engine = UE2<br /> |custom = yes<br /> |parent1 = xTeamBanner<br /> |parent2 = Decoration<br /> |parent3 = Actor<br /> |parent4 = Object<br /> }}<br /> Creates a [[UE2:MaterialSwitch (UT2004)|MaterialSwitch]] with 4 materials and picks a material based on who owns the associated node or core. <br /> <br /> ====MaterialSwitch====<br /> '''Type:''' [[UE2:MaterialSwitch (UT2004)|MaterialSwitch]]<br /> <br /> The MaterialSwitch to assign the various materials to. Whenever you create or duplicate a xTeamMaterialSwitch actor, a new MaterialSwitch object will be created to prevent conflicts with other xTeamMaterialSwitchs. The default MaterialSwitch contains 4 materials (0: red, 1: blue, 2: neutral, 3: disabled).<br /> <br /> ====TeamSymbolCombiners====<br /> '''Type:''' [[UE2:Combiner (UT2004)|Combiner]]<br /> <br /> '''[[Static arrays|Array size]]:''' 2<br /> <br /> Combiners to assign the owning team's symbol to. (index 0: red, index 1: blue) The symbol texture will be assigned to Material2 of the corresponding Combiner when a team owns the node. It will not be removed again if the node is destroyed or taken by another team.<br /> <br /> ==xTeamMonitor==<br /> {{infobox class<br /> |class = xTeamMonitor<br /> |package = OnslaughtSpecialsLite<br /> |game = UT2004<br /> |engine = UE2<br /> |custom = yes<br /> |parent1 = xTeamBanner<br /> |parent2 = Decoration<br /> |parent3 = Actor<br /> |parent4 = Object<br /> }}<br /> An Onslaught-compatible version of the [[UE2:xMonitor (UT2004)|xMonitor]]. Place one of the three subclasses in your map and it will associate itself with the closest node or core.<br /> <br /> ====BlueTeamShader====<br /> '''Type:''' [[UE2:Material (UT2004)|Material]]<br /> <br /> Material to use as [[UE2:Actor properties (UT2004)#Skins|Skins]][2] while the blue team owns the node.<br /> <br /> ====DisabledShader====<br /> '''Type:''' [[UE2:Material (UT2004)|Material]]<br /> <br /> Material to use as [[UE2:Actor properties (UT2004)#Skins|Skins]][2] while the node is disabled.<br /> <br /> ====NeutralShader====<br /> '''Type:''' [[UE2:Material (UT2004)|Material]]<br /> <br /> Material to use as [[UE2:Actor properties (UT2004)#Skins|Skins]][2] while no team owns the node.<br /> <br /> ====RedTeamShader====<br /> '''Type:''' [[UE2:Material (UT2004)|Material]]<br /> <br /> Material to use as [[UE2:Actor properties (UT2004)#Skins|Skins]][2] while the red team owns the node.<br /> <br /> ====TeamSymbolCombiners====<br /> '''Type:''' [[UE2:Combiner (UT2004)|Combiner]]<br /> <br /> '''[[Static arrays|Array size]]:''' 2<br /> <br /> Combiners to assign the owning team's symbol to. (index 0: red, index 1: blue) The symbol texture will be assigned to Material2 of the corresponding Combiner when a team owns the node. It will not be removed again if the node is destroyed or taken by another team.<br /> <br /> {{DEFAULTSORT:{{SUBPAGENAME}}}}[[Category:Mapping tools]]</div> Wormbo