Single Player Framework Actor List

  • A_AudioTrigger (Triggers)
  • When triggered, plays the specified song name (as a string, so for example "KR-Convoy") to either all players or just the player who triggered the actor (this can be configured).
  • A_Keycard (SPActors)
  • This actor is purely decorative so that players can actually *see* the keycard or whichever item is needed to unlock the door. When triggered, it disappears. The trigger that causes it to disappear should also trigger the Keycode Door Panel.
  • A_CheckPointTrigger (SPActors)
  • When triggered, does the mojo required for checkpoints to work. Basically, you have your SPPlayerStart which you want to be disabled with a tag of something like "Defunct", and your new SPPlayerStart which needs enabling (with bEnabled set to FALSE by default, don't forget that!) with a tag of "EnableMe", and you specify them in this actor and then trigger it. Bam, job done.
  • A_GainSkillTrigger (SPActors)
  • By default, the SP Framework has 4 bonus "skills" that can be triggered - extra health, extra player speed, faster firing rates and the ability to dodge jump. You can specify which of these is given to the players for the next map when they trigger it.
  • A_PlayerMessage (SPActors)
  • A very configurable method of sending a message to all the players ingame. You can specify whether the message is critical (blue text in the centre of the screen) or whether it simply appears as a smaller white console message.
  • A_TriggeredActorSpawn (SPActors)
  • Simply put, spawns an actor of your choice when triggered. It uses Actor as a base, so be prepared for a long choice menu!
  • A_TriggeredMonsterSpawn (SPActors)
  • The original monster AI means that no matter where they are, the monsters will go hunting for you. In layman's terms, the buggers won't stay put. The triggered monster spawn allows you to spawn the monsters when you want them to appear, also saving resources (lots of monsters in a map at once can hamper performance quite badly). You can also specify an effect to appear when they spawn.
  • SPDestroyableObject (Decoration)
  • The Destroyable Object allows you to place it very much like a static mesh, only you can blow it up by repeatedly attacking it. You can specify the explosion radius and whether it harms pawns, and also the explosion effect to go with it.
  • SPGamblingShop (Triggers)
  • A simple gambling tool seen in the second map section of the example. When used, it randomly decides whether the player has won or lost a certain amount of credits.
  • SPHackableDevice (Triggers)
  • A very mapper-dependent tool. When used, the player begins to "hack" it, and the status will be constantly updated. When the hacking is finished, the player can use the trigger to open a door or whatever else the mapper specifies. StatusIncreasedBy, HackAmountByTime and bResetsWhenNoPlayerPresent (whew!) should all be fairly self-explanatory - status is the percentage by which the hacking is progressed (eg by 5% or 10%).
  • SPHealthStation (Triggers)
  • The Health Station is only a trigger, so make sure you include some visible interface to let players know what they're getting. Basically, you can walk up to it, press the Use key and be healed. You can specify the healing sound, healing amount and how many uses left it has before you cannot use it any more.
  • SPInGameMessageTrigger (Triggers)
  • Remember the Translator from Unreal? Well, this is a sort of port to UT2004! You can specify the message (using | to designate a new line) and the sound to play when you read the message. You walk up to the trigger and hit Use to open up the message interface.
  • SPKeycodeDoorPanel (Triggers)
  • This is another Use trigger. When you trigger it, it switches bOn to true. The actor doing the triggering should be the same trigger which causes the key card to disappear. Ergo, once the keycard has disappeared, you should be able to use this trigger to open the door. Simple, right?
  • SPLevelInfo (SPActors)
  • Use this actor to specify the level name (for saved games), define starting weapons, let the engine know if the map is a transition map (eg so it can transfer weapons and items from the previous map) and also to let the engine know if the mapper wants to use the inventory items - which are completely optional.
  • SPMapTransitionTrigger (SPActors)
  • This actor should be placed in the map if you are using a series of maps for an "episode" or likewise. You basically define the next map to be travelled to (it's a string, you don't need to put .ut2 after it) and whether or not to save the weapon and item statuses for each player (bTransitionToNextMap). At the end of the map use a trigger to trigger this actor and you're away!
  • SPPlayerStart (PlayerStart)
  • Do not use the original PlayerStart actors, use these instead. You can also enable/disable them for the checkpoint system.
  • SPShop (Triggers)
  • The Shop actor is a trigger (you need to use individual visual representation) that gives the player either inventory items or weapons at a cost specified by the mapper. The layout follows one actor for one purchasable item.
  • SPUplinkTrigger (Triggers)
  • When triggered, this actor forces a message up on screen to either the player who triggered it or all of the players (configurable). Good for vital messages or warnings.