Info Class Reference: by BlackSway

Last Updated 2 April, 2002

 
Introduction

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 icons

UT: Unreal Tournament only

 

: Useful to level editors

CodeMaster | ZoneInfo | CloudZone | LavaZone | LevelInfo | NitrogenZone | PressureZone | SkyZoneInfo/RockingSkyZoneInfo | SlimeZone | TarZone | TeleporterZone | VacuumZone | WarpZoneInfo | WaterZone

 

: Some interest to level editors

GameInfo

 

: No interest to level editors, don't even bother, I know I wish I hadn't

BotInfo | ChallengeBotInfo | InternetInfo | Ladder, Ladder* | MapList | MeshActor | RatedMatchInfo, Ratedmatch* | ReplicationInfo | SavedMove | ScoreBoard | SelectionDude | ServerInfo | StatLog | TeamInfo | TestInfo | VoicePack | KillingField | ToggleZoneInfo

 
BotInfo:
Can be used to define the default bots to play on a level: Unreal level
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ChallengeBotInfo: UT:

Can be used to define the default bots to play on a level: Unreal Tournament level

Whether this overrides the settings in the ini file I do not know. I will find out.

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CodeMaster:
Used with the CodeTrigger to match a sequence of triggers. Check out my triggers reference. (p.s. I can’t actually get it to work anyway!)
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GameInfo:

This is the main class which contains all the sub-classes for the game types used in Unreal and UT.

You can force your level to load a particular game type by setting its DefaultGameType property in the LevelInfo properties to the game type of your choice. This can be useful when testing a level from within UnrealEd as will default to Single player if you are using Unreal, and Deathmatch if you are using Unreal Tournament.

N.B. 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 CTF Level only, browse to CTFGame

(Info->GameInfo->TournamentGameInfo->TeamGamePlus->CTFGame). Then go to the level properties (Press F6) and go to LevelInfo->DefaultGameType and press ‘Use’.

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InternetInfo:
Connection information. Not really a lot of use for level editors, not is it.
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Ladder, Ladder*: UT:
Contains information used in Unreal Tournament to define the players/skins/names/maps etc for each of the ladders in the tournament
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MapList:
Contains information about the map lists used for each game type.
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MeshActor:
I believe it is used to show players etc in the Unreal menu system (i.e. when you are choosing which model to play with)
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RatedMatchInfo, Ratedmatch*: UT:
More information help about the ladder matches, which teams to use and how hard the level should be.
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ReplicationInfo:

Something to do with….err Replication ?

This is all mutator editors and programmers seem to go on about. Level editors ignore.

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SavedMove:
Where the engine holds information that your PC has yet to process, such as player movements etc. Again, level editors ignore.
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ScoreBoard:
Contains information and drawing instructions about the current scores to be shown on the scoreboard.
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SelectionDude: UT:
The selection and trophy dude!
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ServerInfo: UT:
Used to draw various bits of information from the GameReplicationInfo.
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StatLog:
Used to write the stats to ngStats and your local log files.
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TeamInfo:
Holds information about team names etc.
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TestInfo:
Epic must use these for something I guess
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VoicePack:

Holds information about the voices used, and text equivalent.

Check out http://www.unreality.org/playthis

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ZoneInfo:

This contains information about the current zone, such as gravity, fog details etc.

Follows are some of its tags and their uses.

Parameters

ZoneTag:

Used by zone triggers, to set a zone with DamagePerSec greater than zero to be a pain-zone. i.e to turn its damage on.

ZoneGravity:

The gravity of the zone, default is –950.

ZoneVelocity:

ZoneGroundFriction:

How slippery the ground is. Default is 8.

ZoneFluidFriction:

How ‘slippery’ water is (technical term is viscocity ;-). Default is 1.2

ZoneTerminalVelocity:

Maximum falling velocity in a zone. Default is 2500

ZonePlayerEvent:

Triggers all actors with this tag when the player enters the zone.

DamagePerSec:

The amount of damage per second to inflict to a player if this is a pain zone.

DamageType:

The type of damage to do to a player.

DamageString:

The string when some one is damaged.

MaxCarcasses:

The maximum number of carcasses in a zone. Default is 3.

EntrySound:

Sound to play when a player enters the zone (e.g. water splash)

ExitSound:

Sound to play when a player exits the zone

EntryActor:

Object to spawn when player enters the zone (e.g. a splash or ripple if a water zone).

ExitActor:

Object to spawn when the player exits the zone.

bWaterZone:

This zone is water filled

bFogZone:

This zone can contain fog

bKillZone:

Actor will die when entering zone. I don’t believe there is any code to support this though. Haven’t tested it.

bNeutralZone:

Player can’t take damage in this zone.

bGravityZone:

Use zone gravity (instead of level gravity).

bPainZone:

Inflict damage per second as above to actors.

bDestructive:

Destroys carcasses in the zone.

bNoInventory:

Inventory isn’t dropped in this zone (you don’t want that rocket laucher appearing to ‘float’ in space now do you.

bMoveProjectiles:

Adds the zone velocity to projectiles entering the zone

bBounceVelocity:

Do players bounce when they land in this zone? Cannot find any code references to this property.

MinLightCount:

Minimum number of lights to apply to an actor mesh. Default is 6.

MaxLightCount:

Maximum number of lights to apply to an actor mesh. Default is 6.

MinLightingPolyCount:

MaxLightingPolyCount:

 

ZoneLight

AmbientBrightness:

alters the ambient light color.

AmbientHue:

see above

AmbientSaturation:

see above

FogColor:

The color of any fog

FogDistance:

The fog distance?

I would just like to point out at this point that to implement fog in a zone it is best to set bFogZone to true and then add lights and edit the VolumeFog settings. Fog zones don't display bullet holes etc as well. Oh and you can't see the fog in a fog zeon from outside the fog zone.

 

TexUPanSpeed:

The horizantal panning text speed.

TexVPanSpeed:

The vertical panning text speed.

ViewFlash:

used with ViewFog to stop over-brightening. Values range from 0 to –1. Typically all values will be the same (e.g. (-0.5, -0.5, -0.5)) and should have a magnitude the same as the average magnitude of the values in ViewFog to stop the screen from changing brightness.

ViewFog:

vector of RGB values between 0 and 1, increases the brightness of the screen.

 

Reverb - (Thanks Hells Serpant6 and Hanh Court for this info)

bReverbZone:

Zone echos sounds if true.

bRayTraceReverb:

Will reverb off walls

SpeedOfSound:

how fast the sound will travel in units(either per second or per tick)

MasterGain:

??

CutOffHz:

how low the sound can get before it's no longer played.

Delay[6]:

A how long for the sound to come back (basically it just plays the same sound again at a different time).

Gain[6]:

Syncs up with the same Delay number, and acts the same way but increases the volume instead.

 

LensFlare

LensFlare[12]:

I don’t understand this.. apparently they are for licensees only, correct me if I’m wrong.

LensFlareOffset[12]: 

ditto

LensFlareScale[12]:

ditto

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CloudZone:
A zone which when entered the player dies, and it is logged as a Fall death. Also bullets and rockets disappear into them. (Thanks to Hanh Court again!)
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KillingField: UT:
Has no difference to a ZoneInfo
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LavaZone:

A zone full of dangerous lava. ;-)

Has the following parameters different to a normal zone.

DamagePerSec=40

DamageType=Burned

EntrySound=Sound'UnrealShare.Generic.LavaEn'

ExitSound=Sound'UnrealShare.Generic.LavaEx'

EntryActor=Class'UnrealShare.FlameExplosion'

ExitActor=Class'UnrealShare.FlameExplosion'

bWaterZone=True

bPainZone=True

bDestructive=True

bNoInventory=True

ViewFog=(X=0.585938,Y=0.195313,Z=0.078125)

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LevelInfo:

This is the zone info which describes your level. There should only be one per level. UnrealEd creates it for you (Press F6). Some useful properties below:

Parameters

TimeDilation:

Normally 1 – scales real time passage

Title:

the name of the level

Author:

yourself

IdealPlayerCount:

The string displayed to show ideal player count

RecommendedEmenies:

no of recommended enemy bots (used in rated games)

RecommendedTeammates:

no of recommended team bots (used in rated games)

LevelEnterText:

Used in Unreal 1, text displayed when you start a level.

LocalizedPkg:

Package to look in for localized strings.

bLonePlayer:

No multiplayer co-ordination?

bHumanOnly:

Only allow ‘human’ pawns in this level

Audio

Song:

the song to play

SongSection:

the section of the song to play

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NitrogenZone:

A liquid nitrogen zone. This is a cross between a water zone, and a poisonous gas zone. You can travel faster in nitrogen than in normal water.

Has the following parameters different to a normal zone.

  • DamagePerSec=20
  • DamageType=Frozen
  • bWaterZone=True
  • bPainZone=True
  • ViewFog=(X=0.011719,Y=0.039063,Z=0.046875)
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PressureZone: UT:
Similar to the Vacuum zone, but dying Fatness can be set. See VacuumZone for more information about all other properties.
Parameters

DieFatness:

The fatness of a player when they die. Default fatness for a player is 128. Min values is 1, max value is 255 (so values less than 128 will make the player look thin, greater than 128 will make the player look fat!)

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SkyZoneInfo: Both / RockingSkyZoneInfo: UT:
Signifies that this zone is to be used as the sky. The RockingSkyZone also rotates, changing the view of the sky. If you select the FakeBackdrop property on a given surface texture, then when the player looks at that surface it will be as if they are looking at this zone from the position of the SkyZoneInfo.

Obviously settings such as friction and gravity do not make any difference.

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SlimeZone:

Another predefined pain zone, this time filled with slime.

Has the following parameters different to a normal zone.

  • DamagePerSec=40
  • DamageType=Corroded
  • EntrySound=Sound'UnrealShare.Generic.LavaEn'
  • ExitSound=Sound'UnrealShare.Generic.LavaEx'
  • EntryActor=Class'UnrealShare.GreenSmokePuff'
  • ExitActor=Class'UnrealShare.GreenSmokePuff'
  • bWaterZone=True
  • bPainZone=True
  • bDestructive=True
  • ViewFlash=(X=-0.117200,Y=-0.117200,Z=-0.117200)
  • ViewFog=(X=0.187500,Y=0.281250,Z=0.093750)
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TarZone:

This is a thick treacle zone. You move slower in a tar zone than you do in water, and you do not incur damage (unless you run out of breath!) unlike the Nitrogen Zone.

Has the following parameters different to a normal zone.

  • ZoneFluidFriction=4.000000
  • ZoneTerminalVelocity=250.000000
  • EntrySound=Sound'UnrealShare.Generic.LavaEn'
  • ExitSound=Sound'UnrealShare.Generic.LavaEx'
  • bWaterZone=True
  • ViewFlash=(X=-0.390000,Y=-0.390000,Z=-0.390000)
  • ViewFog=(X=0.312500,Y=0.312500,Z=0.234375)
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TeleporterZone:
Anything entering this zone automatically touches the associated teleporter
Parameters

TeleporterTag:

The tag of the teleporter the player is to touch.

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ToggleZoneInfo:

And I quote (from the UnrealScript code)

// what the hell is this? this script doesn't even compile!

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VacuumZone: UT:
Like a vacuum, the player will expand in size and then explode, cool!
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WarpZoneInfo:
Used for making portals and teleports to other warpzoneinfos and other levels and even other servers…. there are lots of tutorials out there on this one item alone.
Parameters

OtherSideURL:

The unreal URL of the level or portal. e.g. just the tag for a particular portal or more complicated for other levels. See some tuts on teleporters for more information.

ThisTag:

The tag of this warp portal

bNoTeleFrag:

Whether a telefrag is caused at the other end

Destinations[8]:

When triggered the OtherSideURL will loop through the destinations in this array.

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WaterZone:

This is a water zone ;-)

Has the following parameters different to a normal zone.

  • ZoneName="Underwater"
  • EntrySound=Sound'UnrealShare.Generic.DSplash'
  • ExitSound=Sound'UnrealShare.Generic.WtrExit1'
  • EntryActor=Class'UnrealShare.WaterImpact'
  • ExitActor=Class'UnrealShare.WaterImpact'
  • bWaterZone=True
  • ViewFlash=(X=-0.078000,Y=-0.078000,Z=-0.078000)
  • ViewFog=(X=0.128900,Y=0.195300,Z=0.175780)
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