Single Player Framework Frequently Asked Questions

Q. How come in some maps I have the inventory display in the top right whereas in others I don't?

A. The inventory system is optional. The mapper can specify whether or not to use the inventory system through the SPLevelInfo actor - specifically the variable bUseInventory.
Q. So how do I use the inventory system?

A. The keys for the inventory system are already provided by UT2004. In the Input - Controls menu, you will find three bindable keys: Activate Item, Next Item and Previous Item.
Q. When I place a PlayerStart in my map and then attempt to play, I can't spawn! What gives?

A. Because of the checkpoint system (and the Engine's stubbornness with bStatic), you must use the SPPlayerStart actor (subclassed under PlayerStart) instead. The difference is that these can be manipulated to form the basis of the checkpoint system.
Q. Is it possible to make a map with functional vehicles in SPframework?

A. Yes, vehicles are enabled by default. You can either add them in one at a time or use an ASVehicleFactory actor to (re)spawn them.
Q. Is it possible to change the properties of a monster like the health, the skill or the attitude to the player, for example, like in UnrealEd 1.0?

A. You can modify the Health value, but currently the Skill value depends on the difficulty you select and the Attitude value is not in the new Pawns. Their attitudes will have to be modified in the code, although we will be perfectly happy to help anyone out with this.
Q. I created a simple SP map, with the SPlevelInfo actor and the SPSpawnPoint actor, but when I try to playtest it, I get the following error message:

Failed to enter Autoplay.ut2?NumBots=0: Can't find file for package 'CodeBase'
History: UGameEngine::Init <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Free

A. Unfortunately, that seems to be Epic's fault - you see, even if you load up UnrealED with the -mod tag, when you playtest it the editor doesn't pass the -mod parameter to ut2004, so it tries to run your map normally, ie not in mod mode. The best thing I can recommend is to launch the SP Framework by hand and try your map out from the menu.
Q. I placed a monster in my map, but when I kill it, it drops a shieldgun and an assault rifle! What's up with that?

A. When you place an actual monster (example SPMonster_Manta) in the map, it spawns with a ShieldGun and AssaultRifle because of the gametype. Try using a TriggeredMonsterSpawn under SPActors - once triggered you can spawn monsters with custom health, AIScript, tag and event properties (if you want).