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. This feature can be toggled via the SPLevelInfo actor.
  • A_MonsterSpawnAtStart (SPActors)
  • A simple actor where you can specify a monster to spawn at the actor's location when the map begins. You can configure its health and event/tag properties.
  • 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.
  • A_TriggeredTentacleSpawn (SPActors)
  • Because of the way Tentacles work, it is more advantageous to have separate code dedicated to spawning them. This actor actually uses the tentacle mesh, so you can see exactly where the tentacle will be located when it is spawned.
  • SPBlinderPowerPickup (TournamentPickup)
  • The pickup class for the Blinder grenade powerup.
  • SPCreditsPickup (TournamentPickup)
  • The pickup class for the Credits powerup (can be used in gambling machines or shops).
  • 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.
  • SPFlarePickup (TournamentPickup)
  • The pickup class for the Flare powerup.
  • 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%).
  • SPHealthPackPickup (TournamentPickup)
  • The pickup class for the Health pack powerup.
  • 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. An additional feature for v2 is the ability to enable/disable the basic lighting system (more on this below). You can also toggle the skills system from this actor with the variable bAllowSkills.
  • 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!
  • SPNightVisionPickup (TournamentPickup)
  • The pickup class for the Night Vision goggles.
  • 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.
  • SPVolume_Climb (Volume list)
  • When a player enters the volume, he/she will be able to climb surfaces covered by that volume. Normal physics resume when the player exits the volume.
  • SPVolume_DarkArea (Volume list)
  • If the lighting system is enabled (see SPLevelInfo above), when a player enters this area he/she becomes invisible to monsters. If you stay in the designated volumes, you can bypass enemies without them seeing you at all. If you shoot them, bump into them or they have already seen you, however, the volumes will have no effect.
  • SPVolume_PipeLine (Volume list)
  • When a player enters the volume, he/she will be "suspended" in midair, allowing movement along the length of the volume, simulating shimmying along a pipe.
  • SPVolume_Pullup (Volume list)
  • The best place to put these is at the edges of ledges or blocks. When a player is in contact with one, the Use key can be tapped to pull the player up to the ledge.
  • SPVolume_WallVault (Volume list)
  • When a player enters the volume, he/she will be able to constantly dodge from wall to wall in order to reach a higher area. In order for this to be effective, you should set bIncreaseDodgeHeight in SPLevelInfo to true, and use a custom value such as 400.
  • SPVolume_ZipLine (Volume list)
  • Similar to the PipeLine volume, except the player's movement is continuous, meaning movement balance is needed to stay in the volume.