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See our Readme page for information regarding installing and playing our maps, and use of our custom content.





Red Orchestra

David's Maps:

Petros coming soon

Level Design:

Information & Tutorials


Tribes:Vengeance

David's Maps:

MP-Assassinate-DGSP
MP-Mercy-DGSP
MP-Truth-DGSP


Unreal II and XMP

David's Maps:

XMP-DG_Alaska

Level Design:

Meshes
Textures


Unreal Tournament

David's Maps:

DM-DG_Dyscus
DM-DG_Illusion
DM-DG_Io
DM-DG_Octagon
DM-DG_SkyScraper
DM-DG_Vapour

Jason's Maps:

DM-DG_Haunted
DM-DG_Ruins

Level Design:

Custom Scripts
Custom Sounds
Custom Textures



The Team

David R. Green
- mapper, mesher, audio/music,
- scripter, texturizer

Jason 'FRaK' Dudley - tester
See the map Readme for other testers


Contact

You can email us at
dgunreal@lilchips.com

 

Unreal Tournament 2004 Level Design


Custom Actor: DG_Teleporter

The DG_Teleporter actor provides the functionality of a standard Teleporter actor and adds the following additional features:

- Silent Teleport: No teleport effect or sound is played when teleporting.  This is useful for seamless chaining of map areas.

- Fixed Yaw: Players spawn out of the Teleporter facing the red direction arrow's direction.

- Fixed Pitch: By default the standard Teleporter resets the player's pitch and roll to 0 (ie. looking straight ahead).  This teleporter changes it so that if the Yaw is changed with the bChangesYaw or bFixedYaw properties, then the pitch and roll remain the same directional values as when the player entered the source Teleporter.


Using Teleporters

All of the properties and information on this page is also relevant for the standard Teleporter actor, with the exception of the two new DG_Teleporter properties.

See the standard Teleporter actor information on UnrealWiki or on Epic's Unreal Developer Network for how Teleporters work. 

The default method for using Teleporters is to place two or more in the map.
Think of the Event.Tag property as the Teleporter's name, and think of the Teleporter.URL property as its destination location.

To create a one-way Teleport system, set the source Teleporter's Teleporter.URL property to the text string that you assign to the destination Teleporter's Events.Tag property.
Example:

Source Teleporter (one-way) Destination Teleporter
Teleporter.URL = DestTeleporter -> Event.Tag = DestTeleporter


To create a two-way Teleport system, set Teleporter one's Teleporter.URL property to the text string that you assign to Teleporter two's Events.Tag property.  And set a different set of text strings in the opposite direction.
Example:

Source Teleporter (two-way) Destination Teleporter
Teleporter.URL = DestTeleporter -> Event.Tag = DestTeleporter
Event.Tag = SrceTeleporter <- Teleporter.URL = SrceTeleporter



Supported URL formats

The Teleporter.URL property supports a wide variety of values, allowing teleportation within the same map, to a new map, or to a new server.


<blank>

If the URL property is blank (no URL text string), then the Teleporter is set up to work only as a destination for other Teleporters.
Set a destination-only Teleporter's Events.Tag property for other Teleporters to teleport to it.


<TeleporterTag>

If the URL property is set to the same text string as another Teleporter's Events.Tag property, then this Teleporter will send you to that destination Teleporter in the same map.

Example: Teleporter.URL = RoofTopTeleporter


<MapName#TeleporterTag?peer>

To send the player to a new map on the same server, set the URL property to:

MapName the name of the destination map, without the file extension
TeleporterTag the destination Teleporter's Tag
peer unreal engine keyword

Example: Teleporter.URL = CTF-NextMap#RoofTopTeleporter?peer


<unreal://server.site.name.com:portnumber/mapname#teleportertag>

To send the player to a new map on a different server, set the URL property to:

unreal:// specifies a server running an Unreal game
server.site.name.com the server's web address, text or IP format
portnumber the server's game port number (optional)
mapname the name of the destination map without the file extension
teleportertag the destination Teleporter's Tag, if this is blank the player will spawn at a random PlayerStart

Example: Teleporter.URL = unreal://myutserver:7777/CTF-NextMap#RoofTopTeleporter


Importing the Actor

The Easy Way:

- Download the actor zip file
- Unzip the .ut2 map file to your UT2004 Maps folder.
- Start UnrealEd.
- Open the demo map file (this loads the DG_Teleporter actor assets into the editor).
- Open your map.
- Locate and select the DG_Teleporter actor in the [+]NavigationPoint [+]SmallNavigationPoint [+]*Teleporter [+]*DG_Teleporter group.
- Right-click in the map viewport and "Add DG_Teleporter Here".
- Set the specified relevant properties as listed below.

The Manual Way:

- Download the actor zip file.
- Unzip the .u script file to the UT2004 System folder.
- Unzip the .bmp icon texture file to a temporary folder.
- Open your map.
- Import the .bmp icon texture file into "Package: myLevel" and "Group: Editor", check the "Masked" option and uncheck the "Generate MipMaps" option.
- Choose Log from the UnrealEd View menu.
- Enter "obj load file=DG_Teleporter.u package=myLevel" (without the quotes).
- Refresh the Actor Classes display by unchecking and re-checking "Use 'Actor' as Parent?".
- Locate and select the DG_Teleporter actor in the [+]NavigationPoint [+]SmallNavigationPoint [+]*Teleporter [+]*DG_Teleporter group.
- Right-click on the actor in the list and choose "Default Properties", then set the Display.Texture to the icon texture you imported previously.
- Right-click in the map viewport and "Add DG_Teleporter Here".
- Set the specified relevant properties as listed below.


Download

DG_Teleporter.zip 116kb  Revision 2006.11.23 104 downloads

Please be sure to credit DGUnreal in your map's readme file as the author of this script.


Properties

Advanced
bDirectional Specifies whether the Teleporter actor will display a red arrow indicating its rotational direction vector.
Default = True

You normally want this set as True so you can see which direction the Teleporter is facing.

See Movement.Yaw, Teleporter.bChangesYaw and Teleporter.bFixedYaw.
Display
Texture Specifies the displayed icon texture.

Import the DG-N-Teleporter texture and assign it here.
Normally this will be located in myLevel.Editor.DG-N-Teleporter.
Events
Tag For a Destination Teleporter: this specifies the Destination Teleporter Tag.
Default = None

This can be any unique text string, but should be something relevant in name to the location and function of the Teleporter.  For example "CastleRoofTeleporter" or "EngineRoomTeleporter".
All Teleporters with this same text string value in their Teleporter.URL property will teleport players to this teleporter.
Movement
Rotation.Yaw Specifies the yaw direction that the Teleporter faces.
Default = 0

This is in Unreal degrees between 0 and 65535 where 0 is 0°, 16384 is 90°, 32768 is 180°, 49152 is 270°.  65536 is the same as 0.
Teleporter (new properties and features are in purple)
bChangesVelocity Specifies whether the player entering the Teleporter will exit at the new velocity value specified by the Teleporter.TargetVelocity.XYZ properties.
Default = False

If this property is False, the player will exit the destination Teleporter at the same velocity as they entered the source Teleporter.
If this property is True, the player will exit the destination Teleporter at the velocity specified by the Teleporter.TargetVelocity.XYZ properties.

See the Teleporter.TargetVelocity.XYZ properties.
bChangesYaw Specifies whether the player entering into this Teleporter will face a new yaw direction relative to the vector specified in the Movement.Rotation.Yaw property.
Default = True

Note that the direction that the player will face is not what the Teleporter actor's direction arrow depicts.
The actual direction the player will face is a relative rotation direction based on multiple rotation vector values.
The actual formula is Destination_Teleporter.Rotation.Yaw + (32768 + Player.Rotation.Yaw - Source_Teleporter.Rotation.Yaw).

If this is True, the player's Pitch and Roll are also maintained from the source Teleporter to the destination Teleporter.

See Teleporter.bFixedYaw.
bEnabled Specifies whether the Teleporter is currently active or not.
Default = True

If a Teleporter is disabled by setting the Teleporter.bEnabled property to False, a standard Trigger actor can be used to toggle its active state.
Note that this is a toggled state, so each Trigger event will cause the bEnabled property to alternate.
If you need to have the Teleporter enabled while standing on a Trigger or for a specific duration, a ScriptedTrigger will probably have to be used.  They are located at [+]*Keypoint [+]*AIScript [+]*ScriptedSequence [+]*ScriptedTrigger.
bFixedYaw Specifies whether the player's rotation direction vector will be identical to that specified in the Teleporter's Movement.Rotation.Yaw property.
Default = False

Setting this property to True will force all players to face the direction of the Teleporter's red direction arrow when they teleport into this Teleporter.

If this is True, the player's Pitch and Roll are also maintained from the source Teleporter to the destination Teleporter.

bFixedYaw will override bChangesYaw, so if both properties are True, the Teleporter will act as a bFixedYaw Teleporter.

See Teleporter.bChangesYaw.
bReversesX Specifies whether the player's velocity will be reversed in the X direction at a destination Teleporter.
Default = False

If this is False, the player's X velocity will be the same as when they entered the source Teleporter.
If this is True, the player's X velocity will be reversed to what it was when they entered the source Teleporter.

Teleporter.bChangesVelocity must be False for this property to work.
bReversesY Specifies whether the player's velocity will be reversed in the Y direction at a destination Teleporter.
Default = False

If this is False, the player's Y velocity will be the same as when they entered the source Teleporter.
If this is True, the player's Y velocity will be reversed to what it was when they entered the source Teleporter.

Teleporter.bChangesVelocity must be False for this property to work.
bReversesZ Specifies whether the player's velocity will be reversed in the Z direction at a destination Teleporter.
Default = False

If this is False, the player's Z velocity will be the same as when they entered the source Teleporter.
If this is True, the player's Z velocity will be reversed to what it was when they entered the source Teleporter.

Teleporter.bChangesVelocity must be False for this property to work.
bSilent Specifies whether this Teleporter plays the teleportation effect and sound.
Default = False

If this is False, the Teleporter plays the default teleportation effect and sound.
If this is True, the Teleporter will not play the teleportation effect and sound.   This is useful for creating linked areas on a map where you wish the player teleportation to appear seamless.
ProductRequired Specifies the Product the user must have installed in order to enter the Teleporter.
Default = None

This can safely be ignored.
TargetVelocity.XYZ This specifies the Velocity in the XY and Z directions that the player will have when they exit the destination Teleporter.
Teleporter.bChangesVelocity must be True for this to work.
Default = 0.0

0.0 is no velocity.  The velocity value is in standard Unreal player velocity units.

See Teleporter.bChangesVelocity.
URL For a Source Teleporter: this specifies the destination Teleporter that this Teleporter is to send the player to.
Default = blank

This is normally set to the same text string as the Event.Tag on the destination Teleporter.
On a Destination-only Teleporter, leave this property blank.
This property supports numerous URL formats.  See the full description above in the section titled "Supported URL Formats".




0611.23 · 573 page accesses · Copyright ©2008 David R. Green · All Rights Reserved.