KeekUT2 Documentation
© Laurens Keek. website, e-mail. If you found this document with some map, please note that this is the documentation for a package used by this map. Don't mail me about problems you may have with that map. Instead, check out the readme file of the map and contact it's author!
KeekUT2 is a package containing additional actors for Unreal Tournament. Since I'm playing mostly Infiltration I put extra effort in making sure everything is compatible with this great game. The actors in KeekUT2 can be placed in any map you create. This document will explain how to use the actors in KeekUT2 and which properties can be set.
KeekUT2 is the successor to KeekUT. It contains everything from KeekUT (a bug fixed) and much more. It is best not to use KeekUT and KeekUT2 in the same map!
This document covers:
If an actor in KeekUT2 is not mentioned in this document it is a class that you should not place in your map. It is used by the actors that are mentioned.
barbroll
Description: When a pawn touches this roll of barbwire he/she/it will be damaged.
Found at: KeeKUT_barbroll
Other actors required: None
Default Properties:
- barbroll_damage amount of damage done to the pawn that's touching
BekerFull
Description: Decoration, a beker full of coffee.
Found at: Decoration_KeekDecoration_BekerFull
Other actors required: None
Default Properties: None
BekerMT
Description: Decoration, an empty beker
Found at: Decoration_KeekDecoration_BekerMT
Other actors required: None
Default Properties: None
BulletHoleMover
Description: A special type of mover, intended for windows or other flat surfaces, that shows a number of see-through bulletholes when shot before breaking. The mover is also pressure sensitive, so walking against the mover won't break it, but running against it will!
To set this up: the pivot of this mover needs to be in the middle of the brush, a and b have to be set to half the width and height
of the brush. The rotation has to be normal to the window. A special scriptedtexture, a holetexture, has to be made and set as
the sourcetexture. This texture has to be on the brush untiled.
Found at: Brush_Mover_BulletHoleMover
Other actors required: a HoleTexture.
Default Properties:
- BulletHoleMover_a half the mover width
- BulletHoleMover_b half the mover height
- BulletHoleMover_bShowMomentumv show the momentum when something hits this brush, for debugging
- BulletHoleMover_bTranslucentFragments This mover has a built-in BreakingGlass effect.. here are some properties for this....
- BulletHoleMover_bUnlitFragments
- BulletHoleMover_BreakingSound
- BulletHoleMover_ExplosionSize
- BulletHoleMover_FragClass kind of Fragments to be spawned
- BulletHoleMover_FragmentSize
- BulletHoleMover_NumFragments amount of fragments to be spawn when mover is triggered (trigger happens automatically when bumped or shot often enough)
- BulletHoleMover_HoleCount number of bulletholes to appear in the surface when TakeDamage
- BulletHoleMover_HoleCountSpread spread in HoleCount to add randomness
- BulletHoleMover_MinMomentum when something bumps with a momentum size less than this value nothing happens
- BulletHoleMover_SourceTexture This special type of SCRIPTEDtexture should be on the mover - untiled!
CanvasBag
Description: Decoration, a canvas bag
Found at: Decoration_KeekDecoration_medikit_CanvasBag
Other actors required: None
Default Properties: None
CardBox
Description: Decoration, a cardboard box
Found at: Decoration_KeekDecoration_CardBox
Other actors required: None
Default Properties:
- CardBox_Health when damage more than it's health, this box will show apparent damage
ChunkyExplosion
Description: Effect like an explosionchain, but also spawns chunks and shrapnel.
Found at: Effects_ExplosionChain_ChunkyExplosion
Other actors required: None
Default Properties:
- ChunkyExplosion_NumFragments number of fragments to be spawned
- ChunkyExplosion_ExplosionMomentum how fast should the shrapnel fly
- Display_Texture the texture to be shown on the larger chunks
CountingMessageTexture
Description: A ScrollingMessageTexture that can count! Does everything a normal ScrollingMessageTexture does, but has one extra: when triggered a counter will be increased. %c in ScrollingMessage displays the counted number.The startposition can be set, so the message doesn't have to scroll anymore
Found at: Info_ClientScriptedTexture_ScrollingMessageTexture_CountingMessageTexture
Other actors required: None
Default Properties:
- CountingMessageTexture_StartCount counter's initial value
- CountingMessageTexture_StartPosition position on texture where the message starts scrolling, or where the message stays if you set PixelsPerSecond=0
DoorHandle
Description: Doorhandle, to be used along with a DoorMover
Found at: KeeKUT_DoorHandle
Other actors required: DoorMover
Default Properties:
- DoorHandle_animLength duration of the open/close animation
DoorMover
Description: Special mover for doors. A DoorHandle can be attached by setting it's tag equal to this movers AttachTag. When the door is hit perpendicularly by a large enough momentum it will be blasted open. Normal door opening/closing happens using keys 0 and 1 (key 0 has to be the closed door). When the door is blasted open it will go to key 2 or 3, depending from which side the door was hit. key 2 is in the direction the rotation of this mover points to. To set up this mover correctly, the rotation of the mover brush has to be perpendicularly to the plane of the door. You can easily check this by setting Advanced_bDirectional=True on the builderbrush. When the door is blasted open this mover's BumpEvent can be called.
Found at: Brush_Mover_DoorMover
Other actors required: None
Default Properties:
- DoorMover_AttachTag The same as for AttachMovers
- DoorMover_BlastTime duration of blast movement
- DoorMover_MinMomentum minimum momentum of blast event
- MoverSounds_BlastAmbientSound more sounds for the mover ...
- MoverSounds_BlastedSound
- MoverSounds_BlastingSound
EnhancedTubeLight
Description: A lighttube that can be turned on and of. When turned on it will first flicker for some time.
Found at: Light_EnhancedTubeLight
Other actors required: None
Default Properties:
- EnhancedTubeLight_bInitiallyOn Should the light be on or off when the game starts?
- EnhancedTubeLight_FlickerTime duration of the flickering
ExplodingBarrel
Description: Decoration, a barrel that explodes when it is damaged
Found at: Decoration_utDecoration_Barrel3_ExplodingBarrel
Other actors required: None
Default Properties: None
FilledCardBox
Description: Decoration, a cardboard box filled with whatever you want
Found at: Decoration_KeekDecoration_CardBox
Other actors required: None
Default Properties:
- CardBox_Health when damage more than it's health, this box will show apparent damage
- Display_Skin set this to any texture you want to show inside this box.
flatscreen
Description: Decoration, a flatscreen monitor
Found at: Decoration_KeekDecoration_flatscreen
Other actors required: None
Default Properties:
- Display_Skin set this to any texture you want to show on the monitor.
frameLarge
Description: Decoration, a pictureframe. There are several version, with different pictures.
Found at: Decoration_KeekDecoration_frameLarge
Other actors required: None
Default Properties:
- Display_Skin set this to any texture you want to show in the frame.
HoleTexture
Description: A special type of ScriptedTexture used by BulletHoleMovers. For bullet holes to be see-through the sourcetexture has to have a color, for example black, set as the first color in it's palette, but NOT use it it in the sourcetexture itself. Do use this color in the "hole" texture for drawing the hole. Now, when this Holetexture is applied to a bulletholemover and the surface is set "bMasked=true", the surface won't be see-through since it doesn't use the mask color until the holes are drawn onto it, which do use the mask color.
Found at: Bitmap_Texture_ScriptedTexture_HoleTexture
Other actors required: None
Default Properties:
- ScriptedTexture_Hole Hole texture to apply
- ScriptedTexture_hs hole size in Unreal world units
LeafGenerator
Description: Place this actor high up in your map and leafs will start falling underneath it! Leafs are spawned around LeafGenerator in the square that has sides with a length of twice the collision radius. The leafs will go in the direction of LeafGenerator's rotation, so point LeafGenerator's arrow in the right direction! Please note that a lot of leafs will slow down game play. Placing the LeafGenerator as low as possible and increasing fSpeed will make sure the leafs leave the map fast. Make sure no leafs will spawn inside a wall, or else you'll be in for a very large log file ;)
Found at: KeekUT_SnowGenerator_RainGenerator_LeafGenerator
Other actors required: None
Default Properties:
LeafGenerator's default properties are the same as SnowGenerator's, plus:
- SnowGenerator_leafRotationRate RotationRate of the leaf
- SnowGenerator_leafRotationSpread spread in RotationRate of the leaf
LeafTrigger
Description: When triggered leafs will fall as with the LeafGenerator. Nice for placing around trees.
Found at: KeekUT_SnowGenerator_RainGenerator_LeafGenerator_LeafTrigger
Other actors required: None
Default Properties:
LeafTrigger's default properties are the same as LeafGenerator's, plus:
- LeafGenLifeSpan how long the leafs should keep falling after it's triggered
medikit
Description: Decoration, a USMC first aid kit.
Found at: Decoration_KeekDecoration_medikit
Other actors required: None
Default Properties: None
pillow
Description: Decoration, a pillow. Now this will be a true mapping revolution, considering the brush-pillows we've seen before ;)
Found at: Decoration_KeekDecoration_pillow
Other actors required: None
Default Properties: None
PineTrunk
Description: Decoration, the trunk of a pine tree
Found at: Decoration_KeekDecoration_PineTrunk
Other actors required: None
Default Properties: None
RadioTrigger
Description: When triggered the ambientsound will be turned on/off. When damage more than it's health, it will selfdestruct after sending out it's Event.
Found at: KeeKUT_TriggeredFat
Other actors required: None
Default Properties:
- Object_InitialState set it either to RadioOn or RadioOff.
- RadioTrigger_Health as described above
RainGenerator
Description: Place this actor high up in your map and it'll rain underneath it! Rain particles are spawned around RainGenerator in the square that has sides with a length of twice the collision radius. The rain will go in the direction of RainGenerator's rotation, so point RainGenerator's arrow in the right direction! Please note that a lot of rain will slow down game play. Placing the RainGenerator as low as possible and increasing fSpeed will make sure the rain leaves the map fast. Make sure no rain will spawn inside a wall, or else you'll be in for a very large log file ;)
Found at: KeekUT_SnowGenerator_RainGenerator
Other actors required: None
Default Properties:
RainGenerator's default properties are the same as SnowGenerator's.
SecurityCam
Description: A camera which can rotate back and forth. Players can look through it using a SecurityMonitor. Note: due to an error in UT the camera will stop rotating when it rotates to an angle outside the interval [0,65535]. Keep this in mind when placing it in your map!
Found at: KeeKUT_SecurityCam
Other actors required:SecurityMonitor
Default Properties:
- Events_Tag this tag has to match the Event of the SecurityMonitor this camera belongs to.
- SecurityCam_bRotate if True cam will move from left to right
- SecurityCam_maxYaw maximum rotation from center. the center is the rotation you give it when placing it in the map
- SecurityCam_RotationDelay wait this time at left/right
- SecurityCam_RotationSpeedspeed of the rotation
- Sounds_AmbientSound will be played while the camera is moving
SecurityMonitor
Description: Players can look through a SecurityCam while touching this actor, ie while inside it's collisioncilinder.
Found at: KeeKUT_SecurityCam
Other actors required:SecurityCam
Default Properties:
- Events_Event this Event has to match the Tag of the SecurityCam this monitor belongs to.
- SecurityMonitor_CamFOV zoom factor of camera
- SecurityMonitor_GlowColor player's view will be altered to look like this color when looking through the monitor
- SecurityMonitor_GlowScale like da color above
SnowedPine
Description: Decoration, a snowed pine tree
Found at: Decoration_KeekDecoration_SnowedPine
Other actors required: None
Default Properties: None
SnowGenerator
Description: Place this actor high up in your map and it'll snow underneath it! Snow flakes are spawned around SnowGenerator in the square that has sides with a length of twice the collision radius. The snow will go in the direction of SnowGenerator's rotation, so point SnowGenerator's arrow in the right direction! Please note that a lot of snow will slow down game play. Placing the SnowGenerator as low as possible and increasing fSpeed will make sure the snow leaves the map fast.Make sure no snow will spawn inside a wall, or else you'll be in for a very large log file ;)
Found at: KeekUT_SnowGenerator
Other actors required: None
Default Properties:
- Collision_CollisionRadius Snow flakes are spawned around SnowGenerator in the square that has sides with a length of twice the collision radius.
- SnowGenerator_fDensity amount of snow flakes to be spawned per second per unit area.
- SnowGenerator_fSpeed speed of the snow flakes
- SnowGenerator_fSpread spread in the direction of the snow
- SnowGenerator_SnowTexture the texture of the snow
- SnowGenerator_SnowVisibilityRadius Radius of the cylinder within which the snow flake will be visible. 0=visible everywhere.
- SnowGenerator_SnowVisibilityHeight Height of the cylinder within which the snow flake will be visible. 0=visible everywhere.
- SnowGenerator_SnowLifeSpan Number of seconds before the snowflake will be destroyed. 0=never.
- SnowGenerator_SnowDrawScale DrawScale of snow
TriggeredFat
Description: When triggered by a pawn, increase it's fatness.
Found at: KeeKUT_TriggeredFat
Other actors required: None
Default Properties:
- TriggeredFat_increase amount by which the pawn's fatness will increase. Can be positive or negative.
Wheel
Description: Decoration with a wheel mesh. Versions A,B,C and D with other skins are included.
Found at: Decoration_KeekDecoration_Wheel
Other actors required: None
Default Properties: None
Wheel_tyre
Description: Decoration like Wheel, but now just the tyre.
Found at: Decoration_KeekDecoration_Wheel
Other actors required: None
Default Properties: None
Using KeekUT2 in your map
The author grants you permission to use the package KeekUT2 in your maps and redistribute it along with your map, as long as the package is left intact, this document is redistributed along with the package, no money is gained in any way and some credit is given to the author.
Please remember to inform your public that in order to play a map using KeekUT on a server the line:
ServerPackages=KeekUT2
should be added to UnrealTournament.ini, or Infiltration.ini when playing Infiltration.
Thanks to ...
RubEn "the Silver Ibex" Hunt for his wheel-texture material and for the idea of making a LeafGenerator. Always busy, he is now
working on his very own mod! If you'd like to contact such a busy person, try to get hold of him through his
e-mail.
Bastard'O for his wheel textures. This godfather of realism-mapping displays his latest work on his site.
Marnix Keek for his flatscreen model and for his coorporation on DM-INF-WAT which showcases some of the actors in KeekUT2.
Thanks for helping me guys!
Copyright
© 2000-2002. All rights reserved by the authors. No part of this distribution may be altered in any way. No part of this distribution may be used without permission from the authors.
Redistribution is permitted through the internet as long as no money is charged or gained in any way and the archive is left intact.