Differences
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guidelines:ut2004_objects [2011/12/22 15:04] (current) michal.bida created |
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+ | ====== IDs in the game ====== | ||
+ | |||
+ | Items IDs in a game are in this format: < | ||
+ | Naming in the ID follows a simple pattern. If the pickup is an ammunition, string Ammo will be in the ID (e.g. FlakAmmoPickup). However for respawned weapons the ID is not the weapons ID (as it would be not unique), but it is weapon base ID - the object that is responsible for spawning the weapon in the map. Weapon base ID is always unique.\\ | ||
+ | * **Examples: | ||
+ | * **Pickups: | ||
+ | * **Dropped weapons:** They have the same name as Pickup, so weapon class + Pickup at the end. It is possible to have two weapons on the ground with name FlakCannonPickup! \\ | ||
+ | * **Carried weapons:** Haven' | ||
+ | * **Respawned weapons:** Always are on some Inventory Spot (a navigation point, id in format: DM-TrainingDay.InventorySpot32). Weapon respawned at the same location will always have the same ID, when respawned there again. If someone picks up the weapon, the object created in his inventory will have different ID. | ||
+ | |||
+ | ====== Weapons ====== | ||
+ | |||
+ | ==== Description ==== | ||
+ | |||
+ | '' | ||
+ | |||
+ | (**Note**: † denotes a new weapon in '' | ||
+ | |||
+ | * **Shield Gun**: Primary fire produces a shockwave that can repel projectiles and (at close range) shred opponents; secondary fire produces a shield that absorbs damage from weapons and falls, as well as reflecting some [[hitscan]] beams, such as the Shock Rifle' | ||
+ | * **ClassName** | ||
+ | * Inventory: XWeapons.ShieldGun | ||
+ | * Pickup: XWeapons.ShieldGunPickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Primary Damage**: 40 Damage, up to 150 if charged | ||
+ | * **Secondary Damage**: Used to absorb damage from enemy fire or from falling impact | ||
+ | * **Assault Rifle**: Primary fire is a weak and inaccurate hitscan bullet fire; secondary shoots time-detonation grenades with force proportionate to how long secondary fire was held. Grenades will detonate on contacting an enemy. The Assault Rifle may be dual-wielded if the player picks up a second rifle (this will increase the maximum primary fire ammunition limit from 200 to 400, as well as the maximum alternative fire grenade limit from eight to sixteen). | ||
+ | * **ClassName** | ||
+ | * Inventory: XWeapons.AssaultRifle | ||
+ | * Pickup: XWeapons.AssaultRiflePickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Primary Damage**: 7 per bullet | ||
+ | * **Secondary Damage**: 70 per grenade | ||
+ | * **Bio-Rifle**: | ||
+ | * **ClassName** | ||
+ | * Inventory: XWeapons.BioRifle | ||
+ | * Pickup: XWeapons.BioRiflePickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Primary Damage**: 21 per (direct) hit | ||
+ | * **Secondary Damage**: 21 per second charged, up to 210 on max load (10 units of ammunition). | ||
+ | * **Mine Layer**< | ||
+ | * **ClassName** | ||
+ | * Inventory: Onslaught.ONSMineLayer | ||
+ | * Pickup: Onslaught.ONSMineLayerPickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Shock Rifle**: Primary fire shoots a hitscan shock beam; secondary fire shoots a slow-moving shock core. Hitting a shock core with a primary beam produces a huge explosion, called a "shock combo", | ||
+ | * **ClassName** | ||
+ | * Inventory: XWeapons.ShockRifle | ||
+ | * Pickup: XWeapons.ShockRiflePickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Primary Damage**: 45 per hit | ||
+ | * **Secondary Damage**: Ranges from 5 to 45 damage, depending on proximity | ||
+ | * **Shock Combo Damage**: Up to a theoretical max of 200 damage, mostly beneath 150, depending on proximity | ||
+ | * **Link Gun**: Primary fire shoots plasma projectiles; | ||
+ | * **ClassName** | ||
+ | * Inventory: XWeapons.LinkGun | ||
+ | * Pickup: XWeapons.LinkGunPickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Primary Damage**: 30 per projectile | ||
+ | * **Secondary Damage**: 9 per ammo unit (9 damage per .12 seconds) can hamper an enemy player' | ||
+ | * **Minigun**: | ||
+ | * **ClassName** | ||
+ | * Inventory: XWeapons.Minigun | ||
+ | * Pickup: XWeapons.MinigunPickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Primary Damage**: 7-8 per bullet | ||
+ | * **Secondary Damage**: 14-16 per bullet | ||
+ | * **Flak Cannon**: Primary fire shoots a hail of glowing metal chunks; secondary launches a single shell which bursts into radiating flak chunks on contact. This is, in a way, Unreal' | ||
+ | * **ClassName** | ||
+ | * Inventory: XWeapons.FlakCannon | ||
+ | * Pickup: XWeapons.FlakCannonPickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Primary Damage**: 13 per projectile, total of 9 particles x 13 = 117 damage (full hit). Damage is attenuated for each projectile at a rate of 5 damage per second (minimum of 5). | ||
+ | * **Secondary Damage**: 76-164 (highly random), if the flakball explodes, its shrapnel does 13 damage, like the primary fire ricochet. It also inflicts [[splash_damage]], | ||
+ | * **Grenade Launcher**< | ||
+ | * **ClassName** | ||
+ | * Inventory: Onslaught.ONSGrenadeLauncher | ||
+ | * Pickup: Onslaught.ONSGrenadeLauncherPickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Rocket Launcher**: Primary fire shoots single rockets; secondary, held down, loads two to three rockets (depending on how long the trigger is held) which are then launched simultaneously; | ||
+ | * **ClassName** | ||
+ | * Inventory: XWeapons.RocketLauncher | ||
+ | * Pickup: XWeapons.RocketLauncherPickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Primary Damage**: 90 (direct hit) or [[splash_damage]], | ||
+ | * **Secondary Damage**: 90 multiplied by 2 or 3 direct hits (rockets) + additional splash damage from rockets, depending on its proximity. | ||
+ | * **AVRiL**< | ||
+ | * **ClassName**: | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Lightning Gun**: Primary fire shoots a hitscan bolt of lightning at the target. Secondary fire zooms. Although the shot is hitscan, there seems to be a slight delay between the trigger pull and the actual lightning projection. | ||
+ | * **ClassName** (a bit weird, seems it is connected with SniperRifle somehow, No class LightingGun in UT2004...) | ||
+ | * Inventory: XWeapons.SniperRifle | ||
+ | * Pickup: XWeapons.SniperRiflePickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Primary Damage**: 70 per hit / Headshot: 140 (double of its normal damage). And sometimes it does [[splash_damage]] of 35 (half of its normal damage). | ||
+ | * **Secondary Damage**: N/A (zooms) | ||
+ | * **Sniper Rifle**< | ||
+ | * **ClassName** | ||
+ | * Inventory: UTClassic.ClassicSniperRifle | ||
+ | * Pickup: UTClassic.ClassicSniperRiflePickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Primary Damage**: 60 per hit / Headshot: 120 (double of its normal damage) | ||
+ | * **Secondary Damage**: N/A (zooms) | ||
+ | * **Redeemer**: | ||
+ | * **ClassName** | ||
+ | * Inventory: XWeapons.Redeemer | ||
+ | * Pickup: XWeapons.RedeemerPickup | ||
+ | * **AmmoType**: | ||
+ | * **AmmoPickup**: | ||
+ | * **MaxAmmo**: | ||
+ | * **InitialAmmo**: | ||
+ | * **Primary Damage**: Infinity per hit, damage reduces as distance from ground zero increases | ||
+ | * **Secondary Damage**: Same as Primary, except now the player will control the missile flight directly. | ||
+ | * **Ion Painter**: Primary paints a target which after two seconds of stillness with the user is then fired on by an orbital ion cannon; damage style is similar to that of the Redeemer' | ||
+ | * **ClassName**: | ||
+ | * **AmmoType**: | ||
+ | * **MaxAmmo**: | ||
+ | * **Target Painter**< | ||
+ | * **ClassName**: | ||
+ | * **AmmoType**: | ||
+ | * **MaxAmmo**: | ||
+ | |||
+ | In addition, '' | ||
+ | * **Translocator Disc Pickup Name:** Transpickup (yes, here is pickup with lower case) | ||
+ | |||
+ | All weapons (excluding Redeemer, Ion & Target Painters that respawn in 109.08 s) and ammo respawn in 27.27 s if the Weapon Stay is turned off. This period is often rounded to 27.5 s or even to 28 s — but rounding up is not good practice for timing of (more important) pick-ups. However, on the map DM-1on1-Serpentine, | ||
+ | |||
+ | ====== Items ====== | ||
+ | |||
+ | In '' | ||
+ | '' | ||
+ | |||
+ | ==== Shields ==== | ||
+ | |||
+ | * **Shield Pack**: This shield pack gives the player an extra 50 shield points to protect the player. When picked up, it will respawn in 27.27 seconds, which is half of the Super Shield Pack's spawn time. \\ | ||
+ | * **Note**: A player can only gain a maximum of 50 shield points per shield pack, but this could be stacked with the Super Shield Pack or the Booster adrenaline combo for a maximum of 150 shield points. | ||
+ | * **PickupName**: | ||
+ | * **Super Shield Pack**: This is the better version of the standard shield pack; it gives the player who picks it an extra 100 shield points. The Super Shield Pack respawns in 54.54 seconds. | ||
+ | * **PickupName**: | ||
+ | |||
+ | ==== Health Packs/Vials ==== | ||
+ | |||
+ | * **Health Pack**: Gives the player 25 health points up to a maximum of 100, and is sometimes located in pairs. The respawn time is 27.27 seconds. | ||
+ | * **PickupName**: | ||
+ | * **Health Vial**: Gives the player 5 extra [[hit_point]]s, | ||
+ | * **PickupName**: | ||
+ | * **Keg-O' | ||
+ | * **PickupName**: | ||
+ | |||
+ | ==== Miscellaneous ==== | ||
+ | |||
+ | * **Double Damage** a.k.a. **Amp**: Doubles the damage that the player would normally inflict. Double Damage lasts for 27.27 seconds (although the counter starts from 30, each tick is 0.909 seconds). It has the longest respawn time of all items in the game, at 81.81 seconds. | ||
+ | * **PickupName**: | ||
+ | * **Adrenaline Capsule**: Adrenaline capsules increase a player' | ||
+ | * **PickupName**: | ||
+ | |||
+ | ====== Navigation Points ====== | ||
+ | |||
+ | **Note:** Aka NavPoints. They are indexed by numbers starting from 0. For example: DM-TrainingDay.PlayerStart22 I will describe just most common and most important ones. | ||
+ | |||
+ | ==== Description ==== | ||
+ | * **PathNode: | ||
+ | * **PlayerStart: | ||
+ | * **InventorySpot: | ||
+ | * **Door:** Marks a door. | ||
+ | * **Teleporter: | ||
+ | * **LiftCenter: | ||
+ | * **LiftExit: | ||
+ | * **JumpSpot: | ||
+ | * **JumpDest: | ||
+ | * **AIMarker: | ||