Red Orchestra 2: Heroes Of Stalingrad/LevelDesign/WorldInfo: Difference between revisions

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WorldInfo
WorldInfo


Inside the WorldInfo, we store a number of game related items. This document is meant to go over how to set it up.
Inside the WorldInfo, we store a number of game related items. This document is meant to go over what the values mean and setup instructions where applicable.


[[File:WorldInfo_1.jpg]]
[[File:WorldInfo_1.jpg]]
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[[File:WorldInfo_2.jpg]]
[[File:WorldInfo_2.jpg]]
ROMapInfo has a number of substructures that I will go over now.
[[File:WorldInfo_4.jpg]]


'''ROMapInfo'''
'''ROMapInfo'''
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CCSBTTree'GripTankAI.CoreTrees.TankCombinedArms' = used in combined arms (tank and infantry) scenarios
CCSBTTree'GripTankAI.CoreTrees.TankCombinedArms' = used in combined arms (tank and infantry) scenarios
Temp Celsius: This value is temperature for the map. It controls which gear the players will wear. If it's below freezing, the players will wear winter clothing.
North Offset: Value of offset in Degrees that is needed to get North in your play space to the top of the map. This is for situations in which for whatever reason you find that the players compass in Classic mode is not working correctly.
Map Viewpoints: A structure used to assign potential ROCameraActorViewpoint actors from the map. These are used as generic view angles when not viewing spawn cameras.
Destructible Max View Range: A value represented in radial Unreal units is the max distance satchel obstacles and satchel objectives will highlight themselves in the world space when a player has a satchel weapon equipped.


[[File:WorldInfo_3.jpg]]
[[File:WorldInfo_3.jpg]]
The Axis and Allies share identical structure between them. I am going to explain the contents of the Axis structure which also applies to the Allied structure.
Axis/Allies Reinforcement Count 16, 32, 64: This value is the number of reinforcements, or respawns/lives/tickets/etc, that your each team has based on player load counts. The theory we use at Tripwire is that the timer should be running out right about the time that the reinforcements do.
Axis/Allies Reinforcement Delay 16, 32, 64: This value is the amount of time, in seconds, that a player could potentially be in the spawn queue. Red Orchestra 2 works on a fixed respawn interval and the player gets inserted into upon death and spawn location selection.
Axis/Allies FFReinforcement Delay 16, 32, 64: This value is the amount of time, in seconds, that a player could potentially be in the spawn queue while in the Fire Fight game mode.

Revision as of 18:41, 22 June 2012

WorldInfo

Inside the WorldInfo, we store a number of game related items. This document is meant to go over what the values mean and setup instructions where applicable.

Pressing that button will create a ROMapInfo structure for the game. The result will be as below.

ROMapInfo has a number of substructures that I will go over now.


ROMapInfo

Time Limit 16: Time, in seconds, that will be used in a 16 player match (8 v 8)

Time Limit 32: Time, in seconds, that will be used in a 32 player match (16 v 16)

Time Limit 64: Time, in seconds, that will be used in a 32 player match (32 v 32)

Overhead Map Texture: This is a texture that will be used in the overhead map

Max Spawn on Squad Leader Distance: The distance, in radial unreal units, that a player will spawn around a squad leader when spawning on squad leader.

Minimum Time Dead: The minimum amount of time that a player will exist in the respawn queue

Instant Respawn Interval: Time, in seconds, that the Team Leader can use Force Respawn

Tank Behavior Tree: AI behavior trees that should be used in this map.

Valid types: CCSBTTree'GripTankAI.CoreTrees.Tank' = used in TANK ONLY scenarios

CCSBTTree'GripTankAI.CoreTrees.TankCombinedArms' = used in combined arms (tank and infantry) scenarios

Temp Celsius: This value is temperature for the map. It controls which gear the players will wear. If it's below freezing, the players will wear winter clothing.

North Offset: Value of offset in Degrees that is needed to get North in your play space to the top of the map. This is for situations in which for whatever reason you find that the players compass in Classic mode is not working correctly.

Map Viewpoints: A structure used to assign potential ROCameraActorViewpoint actors from the map. These are used as generic view angles when not viewing spawn cameras.

Destructible Max View Range: A value represented in radial Unreal units is the max distance satchel obstacles and satchel objectives will highlight themselves in the world space when a player has a satchel weapon equipped.



The Axis and Allies share identical structure between them. I am going to explain the contents of the Axis structure which also applies to the Allied structure.


Axis/Allies Reinforcement Count 16, 32, 64: This value is the number of reinforcements, or respawns/lives/tickets/etc, that your each team has based on player load counts. The theory we use at Tripwire is that the timer should be running out right about the time that the reinforcements do.

Axis/Allies Reinforcement Delay 16, 32, 64: This value is the amount of time, in seconds, that a player could potentially be in the spawn queue. Red Orchestra 2 works on a fixed respawn interval and the player gets inserted into upon death and spawn location selection.

Axis/Allies FFReinforcement Delay 16, 32, 64: This value is the amount of time, in seconds, that a player could potentially be in the spawn queue while in the Fire Fight game mode.