UDS:Class Reference

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Full reference of all classes in the Unreal Director's Suite package included with Unreal: Return to Na Pali.

CS_Action

This class needs to be called so that the cut sequence engine will become active. It’s job is to setup the display and then call the first CS_ShotList.

Default Properties
Name Type Description
Retriggerable bool When set, the trigger can happen more than once. This is usefull for doing Lara Croft/Tomb Raider style sequences when you hit a switch or button.
bOnlyTriggerable bool When true, this will only allow the CS_Action to become active if triggerd by another trigger.
FirstShotList name This should be the name (TAG) of the first CS_ShotList in your sequence.
Letterboxed bool When TRUE, the cut sequences will be in letterboxed format (16:9 aspect ratio).
First Camera name This should be the name (TAG) of the first camera to activate. The CS_Action trigger will cause that camera to become active. This helps make a smooth transition.
FirstLock name This field is used to lock a camera on an actor. If the tag is set to SELF then the camera is locked on to the player that triggered the sequence.
FreezeActor bool If you want to restrict the player (ie: Unreal ignores any movement/firing… set this field to true.

CS_ActorAct

This command will cause a given actor to perform a given animation. This command will work on any actor, not just CSPawns or CSPlayers. The Event field sets the target to affect.

Default Properties
Name Type Description
AnimSeq name This is the name of the Animation Sequence to force the actor to perform.

CS_ActorChange

This class is used to change the state of any scripted pawn, the Event field sets the target to affect. NOTE: This actor was intended to be multipurpose and change various properties on the fly however only the state-change code was actually implemented - so don't bother with any of the variables aside from those listed below.

Default Properties
Name Type Description
ChangeType enum This should always be set to CHG_State (see above comments).
NewState name This is the name of the State to send the pawn to.

CS_ActorMove

This command will cause an actor to move from a location to a CS_SpikeTape. The Event field sets the target actor(s) to affect.

Default Properties
Name Type Description
GroundSpeed int How fast should the actor(s) move.
SpikeTag name The name TAG of the CS_SpikeTape to move this actor to.

CS_AdjustCamera

This command allows you to adjust how the camera is moving through the world. You can alter it’s velocity or rotation. CS_AdjustCamera is included only for kicks. There are better ways to make a camera move and rotate.

Default Properties
Name Type Description
Adj_DesiredRotation rotator This property actually takes 3 values, Pitch, Roll and YAW. By setting any of the values to 1 will cause the camera to rotate accordingly.
Adj_RotationRate rotator This property also has 3 values. They define how fast the camera will pitch/roll/yaw when the above property is set.
Adj_Velocity vector This property has 3 values. Each is a velocity setting for a given vector (X/Y/Z). It will cause the camera to move in that direction using it’s setting to determine the speed.

CS_Camera

This class is the actual camera that the viewpoint will come from. Think of it just like a movie camera. It can be positioned, moved, rotated, etc - but only through other actors such as CS_AdjustCamera. You set its initial Roll/Pitch/Yaw in UnrealED like any other actor.

CS_DollyOther

This command will cause the current camera to dolly (rotate) around a given actor. This command is included for shits and giggles as there are better ways to do this ;) The camera will dolly around the actor with the tag matching this actor's event. If more than one actor has this tag, the camera will dolly around the last one added to the map.

Default Properties
Name Type Description
DollyVelocity vector How fast should the camera move.

CS_DollyPlayer

Same as CS_DollyOther only it forces the camera to dolly around the player who triggered the CS_ACTION.

Default Properties
Name Type Description
DollyVelocity vector How fast should the camera move.

CS_FollowOther

This is one of the most powerful commands. What this does is causes the camera to mimic the movement of any actor. The event field sets the actor to follow.

CS_FollowPlayer

Same as CS_FollowOther, only this time specifically follows the player who initialised the sequence.

CS_OutText

This command will cause a message to be displayed on the screen as a client message (top-left corner).

Default Properties
Name Type Description
WhatToSay string The text that should be displayed.

CS_PlayerACT

This command causes the player to perform an animation. These animations are defined in CS_PLAYER.UC! Each additional animation must be coded in to the CS_PLAYER source.

Default Properties
Name Type Description
Animation name Name of the animation you wish to be performed.

CS_PlayerLookAt

This command will cause the player to look at a given CS_SpikeTape actor, set by matching this actor's event with the CS_SpikeTape's tag. This is commonly used in the end of the sequence to make a smooth transition. NOTE: The NewLocation variable does nothing.

Default Properties
Name Type Description
bIgnorePitchNRoll bool When TRUE, the player’s pitch and roll will be ingored when adjusting view. This allows you to be not so exact in placing the CS_SpikeTape.

CS_PlayerMoveTo

This command will cause the player to turn towards a CS_SpikeTape (set by matching this actor's event with the CS_SpikeTape's tag) and move in that direction at the NewVelocity.

Default Properties
Name Type Description
NewVelocity vector The speed in which to move.
bIgnorePitchNRoll bool When TRUE, the player’s pitch and roll will be ingored when adjusting view. This allows you to be not so exact in placing the CS_SpikeTape.

CS_PlayerResetMove

This command stops the player from moving.

CS_SetFOV

This command sets the FOV for the camera.

Default Properties
Name Type Description
FieldOfView float The value to use. 90 is normal view. Lower zooms in.

CS_SetPhysics

This command is used to set the physics of an actor.

Default Properties
Name Type Description
ActorTag name The name (tag) of the actor to effect.
bRestore bool If true, it will reset.
newPhysics enum The type of physics to set it to.

CS_ShotList

This class is one of the most important. It holds a listing of all of the other classes that get triggered during a shot. Each sequence can have an unlimited number of CS_Shotlists, each one being linked to the next. Like a Dispatcher, limited to 8 slots per array.

Default Properties
Name Type Description
OutCamera name The first property is an 8 item array. This array holds 8 different names (TAGS) of different cameras to view from.
OutCamLock name The name (TAG) of who to lock the camera on; SELF – Locks it on to the player, UNLOCK – releases the lock.
OutCommand name The name (TAG) of the command to execute on this frame.
OutDelays float How long between each frame should the UDS wait. If this is set to –1, the UDS will wait for an actor’s movement to be completed.
OutSounds sound The sound effect to play for this frame.
OutTrigger name The name (TAG) of a trigger to trigger on this frame.
DialogVolume int How loud should SFX from OutSounds be played.

CS_SlowMotion

This command will cause the game to change it’s running speed. Basically the "slowmo" command in trigger form.

Default Properties
Name Type Description
percent float The Percent of actual game speed. 1 = full speed.. 0.5 = ½ speed.. etc.

CS_Spawn

This command will cause a new object to be spawned in to the game. It’s really usefull for spawning shots and effects in a C/S.

Default Properties
Name Type Description
NewActor class The class of the Actor to spawn.

CS_SpikeTape

This class expands KeyPoint and is used to direct actors towards it. Right now it’s only used with the CS_PLAYERs, but in time, all actors will be able to use it. NOTE: In the version of UDS shipped with RtNP the CS_SpikeTape has the texture set to "none" so when you place one, find it through the level search tool and set the texture to whatever you want and duplicate from there ~ pending fix in 227j ~

Default Properties
Name Type Description
bExactTouch bool When true, this will force the player/actors to be at the exact position (excluding Z) as the spike tape.
bStopWhenTouched bool This field is used to force a player (or in time an actor) to STOP COLD when they reach this CS_SpikeTape. This allows for very exacting movement.
FinishAnimation name Animation to play when this CS_SpikeTape is reached.

CS_StopCamera

This class causes a camera to stop any movement it is currently undergoing.

CS_Wrap

This command is the last thing your Cut Sequence should call. IT MUST be called to end the sequence. If it is not, the player will be left in a menuless, camera view mode.

Default Properties
Name Type Description
bSetFinalRotation bool If TRUE you can set the rotation of the actor before it ends. This allows for smooth final transitions.

CS_ZoomFOV

This command is used to smoothly zoom the cameras FOV.

Default Properties
Name Type Description
FOVIncrement float How much to change it by each time.
IncrementTime float How long between increments.
TargetFOV float The FOV you want to stop at.