XPickups Mapper Manual

Pickup Charger

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PickupCharger_files/image004.jpgtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PickupCharger_files/image006.jpgtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PickupCharger_files/image001.png

 

If you ever mapped or played Unreal Tournament 2003/2004 or Unreal Tournament 3, then you know what Pickup Chargers are. They are just a simple actor, that acts as “inventory centers”, where you can pick up weapons or another type of pickups. They act like as decoration as well, as a pickup charger has always good visuals and even some have particle effects.

 

 

So, let’s look into a PickupCharger properties, so you can know what you can tweak them and use in your maps:

 

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PickupCharger_files/image007.png

bAutoAlignPickup: This setting tells if the pickup should be either or not aligned with the pickup charger rotation or inclination.

 

BeginDelayTime: This time, in seconds, tells the pickup when it has to spawn after the game start, in this case (by default) 2 seconds after the game start. To spawn the pickup even before the game start, set it to 0.

 

bRotPickup: Tells if the pickup should have bRotatingPickup enabled or not.

 

PickupClass: I wonder what this could be LOL. For the dumb ones, here is where you place the pickup class to spawn.

 

PickupRespawnTime: Here you set the pickup respawn time.

 

PickupRotOffset: Here you set the initial rotation of the spawned pickup, relative to the pickup charger rotation.

SpawnOffset: Here you set the initial location of the spawned pickup, relative to the pickup charger location.


 

You can also give cool particle effects, based on models by vertex:


tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PickupCharger_files/image009.png

bHaveParticles: It’s the global property to say if this pickup charger will have any particle effects or not.

 

bStay: When the pickup is spawned waiting for someone to pick it up, this property says if the particles sould stay or should disappear.

 

ParticlesEffects are where you can add and customize your particles. You can add a maximum of 4 “particle systems”, which I highly not recommend if you want to develop a map to lower end systems.

 

bHaveThisParticle: Basically tells if this system is added or not.

 

bRotating: Look at ParticlesRotationRate under.

 

bSpecialLoop: The particles animation are done in different ways. If True, at the end of the animation the last frame go straight to the first, without any tween time between the 1st and the last frame.

 

ParticlesDrawScale: Sets the particles draw scale, simple as that.

 

ParticlesOffset: Here you set the location of the center of the particles, relative to the pickup charger location.

 

ParticleSpeed: It’s the speed of the animation of the particles. Higher the value, faster animation and particles movement.

 

ParticlesRotation: Here you set the rotation of the center of the particles, relative to the pickup charger rotation.

 

ParticlesRotationRate: If bRotating is set to True, the particles will also be rotating at this rate.


 

ParticleTex: The particle texture.

 

ParticleType: There are several particles animations and movement types you can choose here. But you can set your own particle animation from another vertex model by setting this one to: PT_Custom. For more info about PT_Custom, see VertexAnim and VertexMesh under.

 

PSound: The particles can have an AmbientSound if you like when they are visible.

 

PSoundPitch, PSoundRadius, PSoundVolume: Used with PSound, like AmbientSound: SoundPitch, SoundRadius and SoundVolume.

 

VertexAnim: When PT_Custom is set at ParticleType, this tells which animation should the particle use from the custom vertex model.

 

VertexMesh: When PT_Custom is set at ParticleType, this tells which vertex mesh should the used by the particles (it can be any normal mesh).

 

 

Some Particle Types

 

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PickupCharger_files/image012.jpgtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PickupCharger_files/image016.jpgtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PickupCharger_files/image014.jpg

 

 

 

 

There’s another important feature of these pickup chargers: triggering functions.

You can use this feature to trigger some events based on the pickup charger state.

 

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PickupCharger_files/image017.png

bSpawnEventOnce: See bSpawnEvent under.

 

bSpawnTriggered: Instead of spawning the pickup based in BeginDelayTime (auto), you can opt to only spawn it when you trigger the pickup charger.

 

bTriggeredMachine: Think about those coke machines for example: you enter a coin and you get your coke. This setting just enables something like that: you trigger and the pickup will appear, and to have the pickup spawn again, you need to trigger it also again.


 

bTriggerToggle: I should have called this one “bSpawnToggle” instead, because it’s very similar to bSpawnTriggered. The difference is that that the first triggering spawns the pickup, and the 2nd destroys it, a typical toggling trigger function.

 

CollectedEvent: If you set this one, everytime that someone picks up the inventory in this pickup charger (weapon or other pickup), this pickup charger will trigger this event.

 

RetriggerWaitTime: Here you can set the time needed (in seconds) to be able to re-trigger the pickup charger. Once triggered the pickup charger won’t be able to be triggered again until this time runs out.

 

SpawnEvent: It’s like the CollectedEvent, but instead of triggering this event when someone picks up inventory, it triggers this event when the inventory (re)spawns. If bSpawnEventOnce is set to True, then SpawnEvent will be triggered only in the first spawn.

 


There are 2 other special settings you can set in the regular pickup charger:

 

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PickupCharger_files/image019.png

bSPMode: Here you can enable Single Player Mode in the pickup chargers. This setting just allows pickups to respawn again in Single Player maps like in normal Unreal Tournament maps.

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PickupCharger_files/image023.png

 

bNeverStays: This setting overrides the bWeaponStay and any setting in the game that tries to set bWeaponStay=True in all weapons. It’s used for super weapons such as Redeemer (WarHeadLauncher).

 

bWeaponStay: Just like in a normal weapon, you can set this up in the pickup charger itself. Of course, only used on weapons.

 


WildCard

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/WildCard_files/image005.pngtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/WildCard_files/image001.png

 

The WildCard pickup charger is a special one that can have more than 1 pickup.

It can spawn a list of pickups randomly, so let’s take a look to its properties.

 

 

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/WildCard_files/image003.png

bRandom: Enable the wildcard mode.

 

bUseRandomRespawnTime: See RandomRespawnTime(s) below.

 

RandomPickups: Pickups list (16 pickups max).

 

RandRespawnTime: Fixed time (in seconds) of the respawn of the random pickup. This respawn time value is only used when bUseRandomRespawnTime is set to False.

 

 

RandRespawnTimeMin and RandRespawnTimeMax: Time variance (in seconds) of the respawn of the random pickup. This respawn time last between both values (min and max) and is only used when bUseRandomRespawnTime is set to True.


Weapon Locker

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/WeaponLocker_files/image006.jpgtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/WeaponLocker_files/image001.png

 

The Weapon Locker is a special type of pickup charger, since it can hold lots of weapons at once, and it can be used in any gametype, but it’s more appropriate to use in Assault or big Capture the Flag maps in my opinion.

 

 

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/WeaponLocker_files/image003.png

bOtherRotSet: This is a special setting for the first 6 shown weapons in the locker. This is just a visual tweak to correct some weapons rotations in the locker. When adding weapons to the locker, if you see the weapons in the right position, then let this setting stay at 0, if you see any weapon in an odd rotation (like the Ripper for example), set the respective property (corresponding to the position in the WeaponsInLock list) to 1.

 

bTeamOnly: In a team game, this locker can be “locked” from the opposite team. Set this to True when you want just one team to be able to load from this locker. You set the team able to load in LockerTeam.

 

bLockerTeam: See bTeamOnly above.

 

bWeaponsInLock: This is the list where you set the weapons and ammo properties when loading them from the locker, and it can hold up to 16 different weapons. For more info about its properties, check them below.

 

AbsoluteAmmo: This is the max ammo you can have from loading your weapon with ammo from the locker.

 

 

AmmoDifAllowed: This is the difference, between the AbsoluteAmmo and the ammo you’re currently carrying in the weapon, allowed to be able to reload this weapon from the locker.

 

AmmoPickup: This is the start ammo given when you first load a new weapon from the locker.

 

LWeapon: It’s here where you set the Weapon class.


Special PowerUp Chargers

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PowerUpCharger_files/image004.jpgtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PowerUpCharger_files/image001.png

 

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PowerUpCharger_files/image006.jpgtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PowerUpCharger_files/image008.jpgtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PowerUpCharger_files/image010.jpg

 

The PowerUp Charger is another special charger with special visual enhancements and triggering features for other kind of maps.

This type of charger is used in the Berserk, Jump Boots, UDamage, Invisibility and BattleSuit powerups.

 

 

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/PowerUpCharger_files/image011.png

BrightFluid: Texture used for the fluid in the bright state. Exclusive property from the current powerup charger mesh (3D model).

 

BrightSkin: Overlayer texture used for the lights in the bright state. Exclusive property from the current powerup charger mesh (3D model).

 

DarkFluid: Texture used for the fluid in the dark state. Exclusive property from the current powerup charger mesh (3D model).

 

 

DroppedEvent: Event to trigger when this powerup drops from the player/bot who was using it. Feature only from Berserk, UDamage, Invisibility and Battle Suit.

 

EnableRotWheel: Enable/disable the rotating middle wheel.

 

LightOn: Texture used for the lights sprites in the bright state. Exclusive property from the current powerup charger mesh (3D model).

 

PickupCharge: Number of jumps in Jump Boots and charge time (in seconds) in Berserk, UDamage, Invisibility and Battle Suit.

 

ReActivateEvent: Event to trigger when this powerup is picked up again from its dropped status. Feature only from Berserk, UDamage, Invisibility and Battle Suit.

 

WearedOffEvent: Event to trigger when this powerup is weared off (from player/bot) or when it’s fully destroyed (dropped lifespan end or when dropped in a killing/damage zone). Feature only from Berserk, UDamage, Invisibility and Battle Suit.


New JumpPad


tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/JumpPad_files/image004.jpgtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/JumpPad_files/image001.png

 


 

In this pack is also included a new Kicker or Jump Pad called XJumpPad in the browser.

 

 

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/JumpPad_files/image005.png

 

AbsoluteVel: See UseAbsoluteVel below.

 

bDecorative: In case you want to use swJumpPad for example, and just want this actor to be just a decoration with all the particle effects, disabling all the kicker/jump functions, set this to True.

The direction of the particles is still set in the same way as if the kicker was fully working.

 

EnableJump: This setting enables/disables the JumpPad and its particles. This actor when triggered changes this setting, disabling or enabling the JumpPad. In case bDecorative is set to True, only the particles will be affected (since in that case the kicker functions won’t work).

 

JumpForce: See UseAbsoluteVel below.

 

KickSound: This is the sound effect that is played when someone jumps/is kicked.

 

ParticlesColor: This is where the particles colors are set. There are 7 possible colors: red, blue, green, yellow, orange, purple and white.

 

UseAbsoluteVel: This jumpad has 2 kinds of “kicking”: absolute or relative to the pad rotation. When set to False the pad will kick the player relative to the pad rotation, and the force of that kick is set in JumpForce.

Also the particles will obey this rule:

 

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/JumpPad_files/image008.jpg

 

When set to True, the pad will kick the player not obeying to its rotation. Therefor, the absolute vectorial velocity given for the “kick” is set in AbsoluteVel. Also the particles will obey to that velocity instead then, giving an effect like this:

 

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/JumpPad_files/image010.jpg


XReplacer


tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/XReplacer_files/image004.jpgtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/XReplacer_files/image001.png

 

The XReplacer is a very important object to place in maps which use XPickups, and it should be placed in any open area in the map (room, zone, etc).

 

This actor must be placed in these maps since most of features of this pack can only be activated with a mutator activated within the map.

 

What exactly this little object does is simple:

  • Replace the standard matches HUD for another one compatible with the XPickups armor view and counter system;
  • Replace starting weapons to compatible new ones, as every other standard weapon in the map;
  • Replace most standard pickups for new ones (except health vials).

 

So if you build a map with the XPickups included, and you don’t place this NEEDED actor in the map, the map will work a bit odd in the HUD and work completely wrong in another areas.

 

However, custom weapons from other mods won’t be replaced, or even touched by the system, and can be used without any fear of a system collapse.


Bot Burguer


tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/BotBurguer_files/image006.jpgtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/BotBurguer_files/image001.png

 

 

 

 

 

 

The BotBurguer is a special mapping actor to manipulate walked paths in the Bot AI.

 

Some maps have their important pickups hidden, with difficult direct access (like huge ramps) or even long ways outside from the whole match gameplay.

In these maps, bots were unable to be easily manipulated to access a certain difficult spot by theirselves, even in GodLike AI level. Of course, most of these paths are possible to do with the other standard pathing actors available in UT, but it’s hard to achieve, and might and might not work properly.

So this little usefull object was created and was used succefully in some maps, giving it better AI as like you could have in a multiplayer match.

 

So if you want a bot to achieve a point of walk a certain path that he always opt to not do and annoying the hell out of you, this is the right actor to work with.

 

However, this actor should be only used for really necessary special areas, don’t use it as a default path node in the entire map.

 

You can also set priorities in different paths, and even enable and disable entire paths with normal triggering.

 

 

tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/BotBurguer_files/image007.png

bEnabledPath: Enable this BotBurguer path point.

 

bTrigEnable: Enable triggering (enable and disable path with triggers).

 

PriorityMultiplier: Some times WalkPriority (see description below) is not high enough to your needs, even in its maximum value (255). With this property you can multiply that desire, like for example by 2 giving an even higher priority of 510.

 

 

RestartTime: This time is what makes the whole system work exactly as it should. The path is made of “burguers” that bots will want. After a bot walked through this BotBurguer (when attracted to it), this point will disable its desirability for some seconds so the bot can let this “burguer” go and advance either to a normal path or another BotBurguer point. Current time is 5 since most cases it’s the time it will require to work best, but of course, you can change this value as your needs demand. Just don’t change it to 0 or lower, or the bot “caught” in this point will loop on it forever during the rest of the match, depending on the WalkPriority.

 

WalkPriority: This is the desirability of this point, or even the entire path when the same value is given. Generally this value is too low for a full action map. What I advice is to set it to 100 and beyond (to a max of 255). So basically, the higher this value, the higher the probability this path will be used by some bot.


Decoration Addons


tl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/Deco_files/image001.pngtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/Deco_files/image006.jpgtl_files/utr/xpickups-mapper-manual/XPickupsHelpMHT/Deco_files/image004.jpg

This pack includes also some custom Decoration to place in the maps:

- 2 Flag bases (for Capture the Flag of course)
- A 3D UT99.ORG logo

 


Special Notes



Here some are written some special notes about XPickups, and if you’re planning a map then you should read this:

 

 

CUSTOM MUTATORS SUPPORT

 

- The current pack supports most retail mutators, as most weapon replacement ones. About other custom mutators, this pack might work or not, since it wasn’t been tested with custom ones. So if you want to develop a map mostly for old classic gametypes with standard weapons, this pack is the best thing you can use, however for custom mutators, this is not suitable to use.

 

 

CUSTOM MUTATORS SUPPORT

 

- The current pack supports most retail mutators, as most weapon replacement ones. About other custom mutators, this pack might work or not, since it wasn’t been tested with custom ones. So if you want to develop a map mostly for old classic gametypes with standard weapons, this pack is the best thing you can use, however for custom mutators, this is not suitable to use.

 

 

CUSTOM WEAPONS and the NEW POWERUPS

 

- The current pack only supports the standard weapons for powerup overlayering effect, as fire rate change with the Berserk powerup. Custom weapons will still have the old “translucent effect” from the old powerups apllied, since custom weapons don’t have overlayering support, as the Berserk will only add full ammo to custom weapons, and not double the fire rate (since no fire rate variable is added in most weapon mods).

 

 

CUSTOM GAMETYPES SUPPORT

 

- Currently this pack has only support for all the retail gametypes from Unreal Tournament: DeathMatch, Team DeathMatch, Domination, Capture The Flag and Assault. It will most likely work in custom gametypes, but the HUD features won’t show up or will show up in a wrong way. If you really want to use this pack for a custom gametype, such as Monster Hunt for example, contact this pack main developer with a Private Message in the ut99.org forum, Feralidragon. This doesn’t guarantee any support development, but in the case of a simple task it may be done.

 

 

MAPPING TECHNIQUES

 

- If you have an idea for a map, or saw some cool technique used in one of this pack maps, but you don’t know how actually to produce that with this pack, you can also contact the Mappack Supervisor and XPickups Beta Tester in the ut99.org forum with a PM or a thread: Creavion.

 

 

 

STABILITY AND PERFORMANCE

 

- The current pack is stable and runs fine even in the “laggiest” maps in the pack, since the pack was properly tested, and most bugs were fixed. Of course if you overuse this pack, it may have some performance problems, just like any mapping resource, due to the 3D models rendering and processing.

However, some bugs may appear just like in any software. In case heavy and serious bugs appear, please report them in the ut99.org forum.

 

 

QUESTIONS

 

- Of course, this manual doesn’t answer all the questions you might have, and a FAQ doesn’t exist since nobody questioned anything, since this was released just now. Technical questions and gameplay questions you can do also in the ut99.org forum.

 

 

 

 

In a very last note, this pack was developed with the objective to show the Unreal Tournament community that this game it’s still alive and people can still produce nice mods in it, making this game more rich day by day. Please, if you really like Unreal Tournament, and you map/mod for it, please keep going and promote your projects around the web to get this game reborn, as it deserves by its many fans.

Search old and new mods, and help the Unreal Tournament GOTY forums and websites grow. :D


Credits and Permissions



Credits

 

Main development (Code, Enhanced GFX and a few models) and Map Designer’s Manual:

Feralidragon

 

Beta testing, Gamer’s Manual and Ideas and hints:

Creavion

 

New Vial Code:

Shadow

 

Main 3D models:

Proof

 

 

 

Permissions

 

- You are allowed to use the pack in your maps

- You are allowed to extend the pack (use this pack as base for your custom mod), but only as a new independent package

- You are allowed to redistribute this pack as an available download around the web, as long you give credits to the owners

 

- You are NOT allowed to modify anything in the original pack without the developers explicit permission

- You are NOT allowed to sell it by any means, as this is a free package (of course)

 

 

 

I ask you to respect these permissions, to keep the respect between developers works and to keep this game alive as it should.


Thank You