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Info Classes: BlackSways Complete Editing reference

This is a descriptive list of the Info actor class within the unreal script class
structure. It is intended as a reference for level editors and is not intended for
programmers or mod developers. However they may find it of some use, you
never know.
The Info classes are used to hold information which is then made available to
other classes, e.g. the LevelInfo class holds information about the current level
being played, how long its been going, the name of the map etc.
Most of these classes are of no use to level editors at all, and will be covered very
lightly. For some others, only the parent classes will be dealth with and these
features should apply to all their children classes.
Quick Guide to acronymns and colours
T! nreal Tournament only
Red! seful to level editors
Blue! "ome interest to level editors
Green! #o interest to level editors
BotInfo
$an be used to define the default bots to play on a level! nreal level
ChallengeBotInfo: U
$an be used to define the default bots to play on a level! nreal Tournament level
%hether this overrides the settings in the ini file I do not know. I will find out.
Code!aster
sed with the $odeTrigger to match a se&uence of triggers. $heck out my
triggers reference. 'p.s. I can(t actually get it to work anyway)*
GameInfo
This is the main class which contains all the sub+classes for the game types used
in nreal and T.
,ou can force your level to load a particular game type by setting its
-efault.ameType property in the LevelInfo properties to the game type of your
choice. This can be useful when testing a level from within nreal/d as will
default to "ingle player if you are using nreal, and -eathmatch if you are using
nreal Tournament.
#.0. If you do use this feature when developing your game it can be handy to
take it out when you distribute, as people will be unable to use your level for
other mods 'such as infiltration* if you do not.
e.g. To set a level to be a $TF Level only, browse to $TF.ame
(Info->GameInfo->TournamentGameInfo->TeamGamePlus->CTFGame). Then go
to the level properties '1ress F2* and go to LevelInfo+3-efault.ameType and
press 4se(.
InternetInfo
$onnection information. #ot really a lot of use for level editors, not is it.
"adder# "adder$S# "adderChal# "adderC%# "adder&!# "adder&'!: U
$ontains information used in nreal Tournament to define the
players5skins5names5maps etc for each of the ladders in the tournament
!ap"ist
$ontains information about the map lists used for each game type.
!esh$ctor
I believe it is used to show players etc in the nreal menu system 'i.e. when you
are choosing which model to play with*
Rated!atchInfo# Ratedmatch(: U
More information help about the ladder matches, which teams to use and how
hard the level should be.
ReplicationInfo
"omething to do with6.err 7eplication 8
This is all mutator editors and programmers seem to go on about. Level editors
ignore.
Sa)ed!o)e
%here the engine holds information that your 1$ has yet to process, such as
player movements etc. 9gain, level editors ignore.
ScoreBoard
$ontains information and drawing instructions about the current scores to be
shown on the scoreboard.
Selection&ude: U
The selection and trophy dude)
Ser)erInfo: U
sed to draw various bits of information from the .ame7eplicationInfo.
Stat"og
sed to write the stats to ng"tats and your local log files.
eamInfo
Holds information about team names etc.
estInfo
/pic must use these for something I guess
*oice+ack
Holds information about the voices used, and te:t e&uivalent.
,oneInfo
This contains information about the current ;one, such as gravity, fog details etc.
Follows are some of its tags and their uses.
Parameters
<oneTag! sed by ;one triggers, to set a ;one with
-amage1er"ec greater than ;ero to be a pain+
;one. i.e to turn its damage on.
<one.ravity! The gravity of the ;one, default is =>?@.
<oneAelocity!
<one.roundFriction! How slippery the ground is. -efault is B.
<oneFluidFriction! How 4slippery( water is 'technical term is
viscocity C+*. -efault is D.E
<oneTerminalAelocity! Ma:imum falling velocity in a ;one. -efault is
E?@@
<one1layer/vent! Triggers all actors with this tag when the player
enters the ;one.
-amage1er"ec! The amount of damage per second to inflict to a
player if this is a pain ;one.
-amageType! The type of damage to do to a player.
-amage"tring! The string when some one is damaged.
Ma:$arcasses! The ma:imum number of carcasses in a ;one.
-efault is F.
/ntry"ound! "ound to play when a player enters the ;one
'e.g. water splash*
/:it"ound! "ound to play when a player e:its the ;one
/ntry9ctor! GbHect to spawn when player enters the ;one
'e.g. a splash or ripple if a water ;one*.
/:it9ctor! GbHect to spawn when the player e:its the ;one.
b%ater<one! This ;one is water filled
bFog<one! This ;one can contain fog
bIill<one! 9ctor will die when entering ;one. I don(t
believe there is any code to support this though.
Haven(t tested it.
b#eutral<one! 1layer can(t take damage in this ;one.
b.ravity<one! se ;one gravity 'instead of level gravity*.
b1ain<one! Inflict damage per second as above to actors.
b-estructive! -estroys carcasses in the ;one.
b#oInventory! Inventory isn(t dropped in this ;one 'you don(t
want that rocket laucher appearing to 4float( in
space now do you.
bMove1roHectiles! 9dds the ;one velocity to proHectiles entering
the ;one
b0ounceAelocity! -o players bounce when they land in this ;one8
$annot find any code references to this
property.
MinLight$ount! Minimum number of lights to apply to an actor
mesh. -efault is 2.
Ma:Light$ount! Ma:imum number of lights to apply to an actor
mesh. -efault is 2.
MinLighting1oly$ount!
Ma:Lighting1oly$ount!
,one"ight
9mbient0rightness! alters the ambient light color.
9mbientHue! see above
9mbient"aturation! see above
Fog$olor! The color of any fog
Fog-istance! The fog distance8
I would just like to point out at tis point tat to implement fo! in a "one it
is #est to set #Fo!$one to true and ten add li!ts and edit te %olumeFo!
settin!s&
Te:1an"peed! The hori;antal panning te:t speed.
Te:A1an"peed! The vertical panning te:t speed.
AiewFlash! used with AiewFog to stop over+brightening.
Aalues range from @ to =D. Typically all values
will be the same 'e.g. '+@.?, +@.?, +@.?** and
should have a magnitude the same as the
average magnitude of the values in AiewFog to
stop the screen from changing brightness.
AiewFog! vector of 7.0 values between @ and D,
increases the brightness of the screen.
Re)er- . 'Thanks Hells "erpant2 and Hanh $ourt for this info*
b7everb<one! <one echos sounds if true.
b7ayTrace7everb! %ill reverb off walls
"peedGf"ound! how fast the sound will travel in units'either per
second or per tick*
Master.ain! 88
$utGffH;! how low the sound can get before itJs no longer
played.
-elayK2L! 9 how long for the sound to come back
'basically it Hust plays the same sound again at
a different time*.
.ainK2L! "yncs up with the same -elay number, and acts
the same way but increases the volume instead.
"ens%lare
LensFlareKDEL! I don(t understand this.. apparently they are for
licensees only, correct me if I(m wrong.
LensFlareGffsetKDEL! ..
LensFlare"caleKDEL! ..
Cloud,one
9 ;one which when entered the player dies, and it is logged as a Fall death. 9lso
bullets and rockets disappear into them. 'Thanks to Hanh $ourt again)*
/illing%ield: U
Has no difference to a <oneInfo
"a)a,one
9 ;one full of dangerous lava. C+*
Has the following parameters different to a normal ;one.
-amage1er"ecMN@
-amageTypeM0urned
/ntry"oundM"oundJnreal"hare..eneric.Lava/nJ
/:it"oundM"oundJnreal"hare..eneric.Lava/:J
/ntry9ctorM$lassJnreal"hare.Flame/:plosionJ
/:it9ctorM$lassJnreal"hare.Flame/:plosionJ
b%ater<oneMTrue
b1ain<oneMTrue
b-estructiveMTrue
b#oInventoryMTrue
AiewFogM'OM@.?B?>FB,,M@.D>?FDF,<M@.@PBDE?*
"e)elInfo
This is the ;one info which describes your level. There should only be one per
level. nreal/d creates it for you '1ress F2*. "ome useful properties below!
Time-ilation! #ormally D = scales real time passage
Title! the name of the level
9uthor! yourself
Ideal1layer$ount! The string displayed to show ideal player count
7ecommended/menies! no of recommended enemy bots 'used in rated
games*
7ecommendedTeammates! no of recommended team bots 'used in rated
games*
Level/nterTe:t! sed in nreal D, te:t displayed when you start
a level.
Locali;ed1kg! 1ackage to look in for locali;ed strings.
bLone1layer! #o multiplayer co+ordination8
bHumanGnly! Gnly allow 4human( pawns in this level
$udio
"ong! the song to play
"ong"ection! the section of the song to play
0itrogen,one
9 li&uid nitrogen ;one. This is a cross between a water ;one, and a poisonous gas
;one. ,ou can travel faster in nitrogen than in normal water.
Has the following parameters different to a normal ;one.
-amage1er"ecME@
-amageTypeMFro;en
b%ater<oneMTrue
b1ain<oneMTrue
AiewFogM'OM@.@DDPD>,,M@.@F>@2F,<M@.@N2BP?*
+ressure,one: U
"imilar to the Aacuum ;one, but dying Fatness can be set. "ee Aacuum<one for
more information about all other properties.
Paramters
-ieFatness! The fatness of a player when they die. -efault
fatness for a player is DEB. Min values is D, ma:
value is E?? 'so values less than DEB will make
the player look thin, greater than DEB will make
the player look fat)*
Sky,oneInfo: Both 1 RockingSky,oneInfo: U
"ignifies that this ;one is to be used as the sky. The 7ocking"ky<one also
rotates, changing the view of the sky. If you select the Fake0ackdrop property on
a given surface te:ture, then when the player looks at that surface it will be as if
they are looking at this ;one from the position of the "ky<oneInfo.
Gbviously settings such as friction and gravity do not make any difference.
Slime,one
9nother predefined pain ;one, this time filled with slime.
Has the following parameters different to a normal ;one.
-amage1er"ecMN@
-amageTypeM$orroded
/ntry"oundM"oundJnreal"hare..eneric.Lava/nJ
/:it"oundM"oundJnreal"hare..eneric.Lava/:J
/ntry9ctorM$lassJnreal"hare..reen"moke1uffJ
/:it9ctorM$lassJnreal"hare..reen"moke1uffJ
b%ater<oneMTrue
b1ain<oneMTrue
b-estructiveMTrue
AiewFlashM'OM+@.DDPE@@,,M+@.DDPE@@,<M+@.DDPE@@*
AiewFogM'OM@.DBP?@@,,M@.EBDE?@,<M@.@>FP?@*
ar,one
This is a thick treacle ;one. ,ou move slower in a tar ;one than you do in water,
and you do not incur damage 'unless you run out of breath)* unlike the #itrogen
<one.
Has the following parameters different to a normal ;one.
<oneFluidFrictionMN.@@@@@@
<oneTerminalAelocityME?@.@@@@@@
/ntry"oundM"oundJnreal"hare..eneric.Lava/nJ
/:it"oundM"oundJnreal"hare..eneric.Lava/:J
b%ater<oneMTrue
AiewFlashM'OM+@.F>@@@@,,M+@.F>@@@@,<M+@.F>@@@@*
AiewFogM'OM@.FDE?@@,,M@.FDE?@@,<M@.EFNFP?*
eleporter,one
9nything entering this ;one automatically touches the associated teleporter
Parameters
TeleporterTag! The tag of the teleporter the player is to touch.
oggle,oneInfo
9nd I &uote 'from the nreal"cript code*
'' wat te ell is tis( tis script doesn)t e*en compile+
*acuum,one: U
Like a vacuum, the player will e:pand in si;e and then e:plode, cool)
2arp,oneInfo
sed for making portals and teleports to other warp;oneinfos and other levels
and even other servers6. there are lots of tutorials out there on this one item
alone.
Parameters
Gther"ide7L! The unreal 7L of the level or portal. e.g. Hust
the tag for a particular portal or more
complicated for other levels. "ee some tuts on
teleporters for more information.
ThisTag! The tag of this warp portal
b#oTeleFrag! %hether a telefrag is caused at the other end
-estinationsKBL! %hen triggered the Gther"ide7L will loop
through the destinations in this array.
2ater,one
This is a water ;one C+*
Has the following parameters different to a normal ;one.
<one#ameMQnderwaterQ
/ntry"oundM"oundJnreal"hare..eneric.-"plashJ
/:it"oundM"oundJnreal"hare..eneric.%tr/:itDJ
/ntry9ctorM$lassJnreal"hare.%aterImpactJ
/:it9ctorM$lassJnreal"hare.%aterImpactJ
b%ater<oneMTrue
AiewFlashM'OM+@.@PB@@@,,M+@.@PB@@@,<M+@.@PB@@@*
AiewFogM'OM@.DEB>@@,,M@.D>?F@@,<M@.DP?PB@*

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