UE2:PlayerSpawnManager (UT2004)

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UT2004 Object >> Actor >> Info >> PlayerSpawnManager
Package: 
UT2k4Assault

PlayerSpawnManager

In Assault Player.PlayerReplicationInfo.Team and PlayerStart.TeamNumber do not match! The SpawnManager makes the connection between the team number and the right PlayerStart Taking in account things like: - which team is attacking or defending - multiple (consecutively triggered or not) spawn areas - forced pawn class with specific spawn areas

How to use: - Add a PlayerSpawnManager for each Spawn area in the level - Due to the way UT handles playerstarts, you must have PlayerStart actors with TeamNumber=0 in the Level

Parameters are self explanatory

Properties

Property group 'PlayerSpawnManager'

AssaultTeam

Type: EPSM_AssaultTeam


bAllowTeleporting

Type: bool


Default value: True

bEnabled

Type: bool


Default value: True

DisabledVehicleFactoriesTag

Type: array<name>

Modifiers: editinline

Disable vehicle factories (and kill child)

ForcedPawnClass

Type: class<Pawn>


OverridePawnClass

Type: EPSM_ForcePossessPawn


Default value: EPSM_ForceDefaultPawnClass

PlayerStartTeam

Type: int

TeamNumber of the PlayerStart actors the manager is pointing to

Internal variables

BACKUP_bEnabled

Type: bool


Default values

Property Value
bNoDelete True
Style STY_Sprite

Enums

EPSM_AssaultTeam

EPSM_Attackers 
EPSM_Defenders 

EPSM_ForcePossessPawn

EPSM_None 
No Force..
EPSM_ForcedPawnClass 
Forces Pawn class override at spawn
EPSM_ForceDefaultPawnClass 
Forces controller to use his default Pawn Class when spawning

Functions

Events

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


Other instance functions

ApprovePlayerStart

singular function bool ApprovePlayerStart (PlayerStart P, byte Team, Controller Player)


PawnClassOverride

function string PawnClassOverride (Controller C, NavigationPoint NP, byte Team)


Reset

function Reset ()

Overrides: Actor.Reset


SetEnabled

function SetEnabled (bool bNewStatus)


UpdatePrecacheMaterials

simulated function UpdatePrecacheMaterials ()

Overrides: Actor.UpdatePrecacheMaterials