Unreal II and XMP
David's Maps:
XMP-DG_Alaska
Level Design:
Meshes
Textures
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The Team
David R. Green
- mapper, mesher, audio/music,
- scripter, texturizer
Jason 'FRaK' Dudley - tester
See the map Readme for other testers
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Contact
You can email us at
dgunreal@lilchips.com
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Unreal Tournament 2004 Level Design
Custom Actor: DG_TouchAudio
The DG_TouchAudio actor is similar to the AmbientSound actor but adds the ability to
trigger the sound by player or projectile contact. The DG_TouchAudio actor is not a
replacement for the Trigger actor, see the DG_TriggerSound actor.
Notes
The sound is played when the actor is touched by a player or projectile. By
selecting a specific triggering type, Bump and/or Damage, you can specify the sound to be
played by the touch type.
The DG_TouchAudio actor is different from the DG_TouchAudioQueue actor in that the
DG_TouchAudio actor plays multiple sounds randomly.
You cannot hear this actor in the UnrealEd Realtime Preview mode.
Importing the Actor
The Easy Way:
- Download the script demo map.
- Unzip the .ut2 map file to your UT2004 Maps folder.
- Start UnrealEd.
- Open the demo map file (this loads all of the DG actor assets into the editor).
- Open your map.
- You can now insert any of the new DG actors.
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_TouchAudio.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_TouchAudio actor in the [+]Keypoint 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_TouchAudio 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
| Collision |
Height
Radius |
Set these to the height
and radius of the cylindrical area around the touch actor where triggering should occur. |
| Display |
| Texture |
Displayed icon texture.
Import the DG-K-TouchAudio texture and assign it here. |
| TouchAudio |
| bBumpTriggered |
The sound is played when
the actor is bumped (players). |
| bDamageTriggered |
The sound is played when
the actor is shot (projectiles). |
| PitchMultMax |
Sound pitch multiplier
maximum.
Default = 1.0
Range is 0.0 to 2.0.
1.0 is normal pitch, 0.5 is one octave down, 2.0 is one octave up.
Value must be greater than PitchMultMin.
The sound is randomly played at the pitch between PitchMultMin and PitchMultMax.
Common settings are Min=0.8, Max=1.2 for randomness. |
| PitchMultMin |
Sound pitch multiplier
minimum.
Default = 1.0
Range is 0.0 to 2.0.
1.0 is normal pitch, 0.5 is one octave down, 2.0 is one octave up.
Value must be less than PitchMultMax.
The sound is randomly played at the pitch between PitchMultMin and PitchMultMax.
Common settings are Min=0.8, Max=1.2 for randomness. |
| Radius |
Sound radius.
Default = 256
This is in standard Unreal Units with falloff.
Set it similar to what you would set an AmbientSound actor.
128 would be a small area, 2048 would be a large area. |
| VolumeMultMax |
Sound volume multiplier
maximum.
Default = 1.0
Range is 0.0 to 2.0.
1.0 is normal volume.
Value must be greater than VolumeMultMin.
The sound is randomly played at the volume between VolumeMultMin and VolumeMultMax.
Common settings are Min=1, Max=1.5 for randomness. |
| VolumeMultMin |
Sound volume multiplier
minimum.
Default = 1.0
Range is 0.0 to 2.0.
1.0 is normal volume.
Value must be less than VolumeMultMax.
The sound is randomly played at the volume between VolumeMultMin and VolumeMultMax.
Common settings are Min=1, Max=1.5 for randomness. |
| Waveforms[] |
Sound waveform(s) to play.
Select the desired sounds in the Sounds browser and assign them here.
Up to four different waveforms may be assigned, numbered 0 to 3.
If more than one waveform is assigned, one sound will randomly be chosen for play for each
time the actor is touched. |
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