VCTFVehicleFactories
Posted: Wed Apr 29, 2009 6:31 pm
I have idea for you map makers. How about a custom vehicle factory for VCTF, so you can customize ur own vehicles by changing properties in vehicle factory. Here's the list possible things you could moddify.
var() float TeamUseTime;
var() Sound Announcement_Destroyed;
var() array<sound> HornSounds;
var() float LastHornTime;
var() bool bDriverHoldsFlag; // driver of vehicle can hold flag
var() bool bAllowWeaponToss; //if the driver dies, will he toss his weapon?
var() bool bAutoTurret; // controlled by AI if no player controlling (FIXME Move to subclass)
var() float VehicleLostTime; //how much time is vehicle lost before the respawn clock starts
var() float WheelsScale;
var() sound StolenSound;
var() float LastLockWarningTime;
var() float LockWarningInterval;
var() bool bCanCarryFlag; // vehicle can carry flag
var() bool bDefensive; // should be used by defenders AI
var() bool bHighScoreKill; // vehicle is considered important, and awards 5 points upon destruction.
var() bool bEjectDriver; //force ejecting drivers when vehicle is destroyed
var() int TeamNum ; // 0= red, 1= blue, 2= green 3 = gold 255= neutral / none
var() bool bPlayerControl ; // Only player instigators can trigger
var() float WaterDamage; // how much water damage should the vehilce take when in water.
var() bool bKeyVehicle; // Hint for AI to hunt down vehicle (when vehicle is considered an objective like in Glacier or Junkyard)
var() bool bRespawnWhenDestroyed; // when vehicle is destroyed spawn a new one
var() bool bVehicleTeamLock; // Vehicle is locked to specific team.
var() bool bEnter_TeamUnlocks; // When a player enters vehicle, it is unlocked.
var() int VehicleHealth; // health of vehicle
var() bool bAutoSpawn ; // Will spawn at regular intervals
var() int RespawnTime ; // Interval to wait before AutoSpawning
var() bool bSpawnProtected; //SpawnProtection on vehicle
var bool bWaiting ; // About to spawn
var int FactoryTime ; // Time last spawn
var() byte VehicleAmbientGlow;
var() name PreSpawnEvent ; // Event to trigger before spawn
var() int PreSpawnTime ; // Time before spawn to trigger event
var bool bPreSpawn ; // Should trigger PreSpawnEvent next
var() name SpawnEvent ; // Event to trigger after spawn
var() float AIVisibilityDist; // AI Sight Radius
var() bool bCrushable ; // Allow spawning over colliding actors
var() int RetrySpawnTime ; // Interval to wait if bBlocked
var() bool bHUDTrackVehicle; // If true, Vehicle will tracked on HUD.
var() bool bRandomFlip ; // Neutral vehicles may face backwards
I still working on(testing) teamusetime. I think thats time when u exit vehicle before it despawns and resets to respawn. For example placing bender on flag with no one in it.
So I like to know what your thoughts on this, since I did modify this 2 years ago(example I did was VCTF-EvilBedroomsremix2k4][.
var() float TeamUseTime;
var() Sound Announcement_Destroyed;
var() array<sound> HornSounds;
var() float LastHornTime;
var() bool bDriverHoldsFlag; // driver of vehicle can hold flag
var() bool bAllowWeaponToss; //if the driver dies, will he toss his weapon?
var() bool bAutoTurret; // controlled by AI if no player controlling (FIXME Move to subclass)
var() float VehicleLostTime; //how much time is vehicle lost before the respawn clock starts
var() float WheelsScale;
var() sound StolenSound;
var() float LastLockWarningTime;
var() float LockWarningInterval;
var() bool bCanCarryFlag; // vehicle can carry flag
var() bool bDefensive; // should be used by defenders AI
var() bool bHighScoreKill; // vehicle is considered important, and awards 5 points upon destruction.
var() bool bEjectDriver; //force ejecting drivers when vehicle is destroyed
var() int TeamNum ; // 0= red, 1= blue, 2= green 3 = gold 255= neutral / none
var() bool bPlayerControl ; // Only player instigators can trigger
var() float WaterDamage; // how much water damage should the vehilce take when in water.
var() bool bKeyVehicle; // Hint for AI to hunt down vehicle (when vehicle is considered an objective like in Glacier or Junkyard)
var() bool bRespawnWhenDestroyed; // when vehicle is destroyed spawn a new one
var() bool bVehicleTeamLock; // Vehicle is locked to specific team.
var() bool bEnter_TeamUnlocks; // When a player enters vehicle, it is unlocked.
var() int VehicleHealth; // health of vehicle
var() bool bAutoSpawn ; // Will spawn at regular intervals
var() int RespawnTime ; // Interval to wait before AutoSpawning
var() bool bSpawnProtected; //SpawnProtection on vehicle
var bool bWaiting ; // About to spawn
var int FactoryTime ; // Time last spawn
var() byte VehicleAmbientGlow;
var() name PreSpawnEvent ; // Event to trigger before spawn
var() int PreSpawnTime ; // Time before spawn to trigger event
var bool bPreSpawn ; // Should trigger PreSpawnEvent next
var() name SpawnEvent ; // Event to trigger after spawn
var() float AIVisibilityDist; // AI Sight Radius
var() bool bCrushable ; // Allow spawning over colliding actors
var() int RetrySpawnTime ; // Interval to wait if bBlocked
var() bool bHUDTrackVehicle; // If true, Vehicle will tracked on HUD.
var() bool bRandomFlip ; // Neutral vehicles may face backwards
I still working on(testing) teamusetime. I think thats time when u exit vehicle before it despawns and resets to respawn. For example placing bender on flag with no one in it.
So I like to know what your thoughts on this, since I did modify this 2 years ago(example I did was VCTF-EvilBedroomsremix2k4][.