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. |