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
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". |
|