There are several different classes in RealCTF.u listed below which you may want to place in your maps. Do not place the RealCTF-specific versions of weapons and pickups (such as RealASMD, RealShieldBelt, etc), or any other "Real" classes that are not in this list. The standard weapons and other items will be automatically replaced by the corresponding Real items when the map is loaded. You will see Map Warnings in UNREAL.LOG if you put objects into
your map which do not belong there.

RealBlueBase, RealRedBase 
(located under NavigationPoint\RealFlagBase)

Don't place flags, this will be done automatically when the game starts. If your map is played with any mod other than RealCTF (e.g. regular Unreal Deathmatch), the bases will be disabled when the map is loaded. Bases glow with the color of their team, so you can see their location well even in the editor.

RealBlueDamage, RealRedDamage
(Pickup\RealPickup\RealDamage)

For a different twist, there are team-specific versions of RealDamage. Note that when a player carrying a team-specific RealDamage is killed, a team-generic RealDamage is dropped. Also, both Red and Blue revert to team-generic when the map is played in RealDM mode.

RealBlueTeleporter, RealRedTeleporter
(NavigationPoint\Teleporter\RealTeleporter)

These classes allow you to place team-specific teleporters. By default they glow with the color of their team but you can change the light properties if you wish. For an interesting twist, place both a Red and a Blue teleporter in the same spot but with different destinations.

RealCloudZone
(Info\ZoneInfo\CloudZone)

A RealCloudZone is very similar to a CloudZone. Its purpose is to prevent players from being able to beam to the sky, and to prevent other projectiles (e.g. rockets) from exploding when they hit the sky. RealCloudZone differs from a standard CloudZone by not killing a player that happens to hit it.  

Keep in mind that players can easily reach the sky by using the repulsor (alt-fire) function of the Beamer (though the repulsor shuts down as soon as a player touches a RealCloudZone). You may wish to put an invisible collision hull above a RealCloudZone so that there's no way for momentum to carry a player out of the world.

RealDamage
(Pickup\RealPickup)

RealDamage is the RealCTF equivalent of the quad damage powerup in Quake. A player who picks up RealDamage does quadruple normal damage for 30 seconds or until killed. When killed, the RealDamage is dropped with whatever time remains on it. Another RealDamage spawns in the original spot one minute after being picked up. A RealDamage powerup is a great way to concentrate the action in a map. Use sparingly.

RealPlayerStart
(NavigationPoint\PlayerStart)

RealPlayerStart is the base class of all playerstarts used in Real games (RealDM, RealTeam, and RealCTF). Regular Unreal PlayerStart objects are not used in any of these game types unless no suitable RealPlayerStart can be found. There are several interesting properties of RealPlayerStart, the ones you will typically want to consider changing are bUseInDMGame, bUseInCTFGame, bFirstSpawn, bSubsequentSpawns, and bEnabled.

The bUseInDMGame and bUseInCTFGame properties determine whether a given RealPlayerStart will be used in those game types. If you want a particular RealPlayerStart to be used in both game types, just set both properties to True.

The bFirstSpawn property can be set to True in order to let you make a RealPlayerStart which is used for players and bots entering the game for the first time. If you want particular RealPlayerStart to be used only for the first spawn, set its bSubsequentSpawns property to False.

Last but not least, the bEnabled property allows you to make RealPlayerStart objects which are initially disabled (by setting bEnabled to False). These must be connected to a trigger in order to enable them. One obvious trigger type you can use is the RealPlayersTrigger, to open up new areas of a map when a certain number of players have joined the game. Note that bEnabled is toggled every time its event Tag is fired, so you can cause some RealPlayerStart objects to go offline at the same time as some go online if you wish.

RealBluePlayerStart, RealRedPlayerStart
(NavigationPoint\PlayerStart\RealPlayerStart)

If you want some spawn points for players only of a certain team, use these special playerstarts. By default these RealPlayerStarts are not used in a RealDMGame. But you can set bUseInDMGame to True to change this behavior.

RealDMPlayerStart
(NavigationPoint\PlayerStart\RealPlayerStart)

For convenience, use RealDMPlayerStart to create spawn points which are used only in RealDMGame. This class is equivalent to a RealPlayerStart with the bUseInDMGame property set to True, and the bUseInCTFGame property set to False.

RealPlayersTrigger
(Triggers)

A RealPlayersTrigger can be used to fire an event which occurs when a certain number of players and/or bots have joined the game. Set the PlayerCount property to the number at which you wish the event to occur. For example, if you set it to 2, the event will fire when the second player joins. Can be used in conjunction with RealPlayerStart; see Dynamic Map Features for more details.

RealBlueTrigger, RealRedTrigger
(Triggers\Trigger\RealTrigger)

These trigger objects are only triggerable by the team that owns them. Make sure that the flag carrier cannot hide in a team-only room. For example, you can use a grate instead of a door so that supplies can be stored but anyone going into the supply room is still vulnerable. In a DeathMatch game, anyone can use team-specific triggers.

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