Level Properties


  • The Level properties is an actor that defines all global data about your map, it is an invisible actor generated automatically by the Unreal engine. When you start a new map, the actor is in the center of the map and also in the center of the editors grid, it is invisible and unable to be seen. The properties can be seen and changed by pressing F6, or by going to;

    Menu > View > Level Properties.......F6.

    As any actor has all the available options in its properties some you will not be able to change, due to the nature of the actor. The Level properties that you can use;

  • Audio
    CDTrack, you may put the number of a CD track to be played while you play the level, but i STRONGLY advise you to not to save the map or it will be unplayable online. Make sure that the CD is inserted or else it won't work.

  • PlayerDoppler
    The doppler effect's the amount of the sound when using movers that take you from one point to another in map.

  • Song
    Here you can select a song from the Song browser. Select the song you want the map to play from your Music browser and press .... USE to load it. Save the map

  • SongSection
    A song UMX is made up of tracks and sections, you could do the same in an S3M music track file in ModPlugTracker. Here in "SongSection" you can choose where the song will start at map startup.

  • LevelInfo
  • Author
    This is where the map author, put his name or whatever else you would like to comunicate, like your website, E-Mail address or messenger.

    bCheckWalkSurfaces
    Use this to force the game engine to make a check of the used brushes solidity when map is started up. In fact this option is False by default and then a quick check will be made anyway, so only use it on maps with weird and complex shapes.

    bHumansOnly
    This is an option used if you want only humans playing the leve , nice if you don't want to be bothered with bots while testing.

    bLonePlayer
    Made for single player Unreal levels

    bNeverPrecahce
    Leave it default, else the map will not be cached.

  • Brightness
    You may want you level to have more light, don't get confused here this is not the brightness you can adjust in game with the F11 key. Its more a global brightness on the lighten surfaces and shadows come a litlle bit clearer.

  • DefaultGameType You can find the available types here
    Actor > Info > GameInfo >DeathMatchGame >

    DefaultGameType = Class'UnrealShare.DeathMatchGame
    DarkMatch, KingOfTheHill.
    DeathMatchGame = Simple Deathmatch
    TeamGame = Team Deathmatch.


    In the field at the right of DefaultGameType press USE to make it select the gametype in the actor browser for example DefaultGameType = Class'UnrealShare.TeamGame' this will be the line at it when you select TeamGame.

    DefaultGameType = Class'UnrealShare.DeathMatchGame'
    DefaultGameType = Class'UnrealShare.TeamGame'
    DefaultGameType = Class'UnrealShare.DarkMatch'
    DefaultGameType = Class'UnrealShare.KingOfTheHill'

  • IdealPlayerCount This is used to tell players the ideal player load to the map.

  • LevelEntryText This is where you set the entry text . Shows up on the screen when you first join the map.

  • LocalizePKG If any editor package has been aded to your level and has to be encypted for it to load it, usefull for servers, don't forget them.

    RecommendedEnemies >
    RecommendedTeammates >

  • ScreenShot You may upload a picture in PCX format INDEXED and UNCHECK mipmaps on the load dialogbox, as this is only a show image, it don't need these mipmaps, less data in pack. Then in this section just press the small USE icon to use the selected picture from the MyLevel texture pack Texture'MyLevel.Screenshot' You may also load more pictures in the MyLevel texturepack and make an animation of it.

    Perferrable you want to import pictures of 256 X 256. But you can also use pictures of 512 X 512. When you load a picture of 512, it will be reduced to 256 in the games preview window

  • TimeDilation This is the amount of time that your info will remain on the players screen, the authors name and map name.

    Title this is the maps friendly name or the name you see when you press F1, This is not the map file name.

  • Reverb bRaytraceReverb
    When set to true, you may use the settings and a reverb effect will apply to all sounds in the map, since this is not a simple defined zone, but the level or complete map.

    bReverbZone
    set to true if you wanna use reverb or False if not. CutoffHz
    this is the speed at which the reverb is made
    600 ould be something like short outside 1000 some longer and so on.

    Delay
    you may have several numbers here this is the reverbs segements time if for example you set it at 20, then each reverbed section of the original sound will start at 20 miliseconds after the previous like this >> original shot >>20msec >>1 reverb >>20msec >>2 reverb, etc.

    Gain
    sets the volume amount for each Delay section.

    SpeedOfSound
    Leave at default, its the sounds propagation.

  • ZoneInfo bBounceVelocity br> to make any actor bounce on solid strucures, seam bot to work correctely.

    bFogZone
    Set to true if you wanna use fog in itn on the lightsource actors.

    bGravityZone
    if you want it to use some different gravity settings.

    bKillZone
    leave as default if it is not set to neutral zone

    bMoveProjectiles
    If set to False, you can make a zone where the projectiles disappear.

    bNeutralZone
    this makes killing anyone impossible, imagine.

    bNoInventory
    All pawns or players lose instantly their weapons and stuff. Xloc is left if activated in game option.

    bPainZone
    Used for zones like pressure, lava,etc You can also use it in a curing way if you set damage to an increased value, like -25 would heal a player by 25 points each.

    bWaterZone
    This makes any zone that has this tag on, a liquid zone, like the player falling in it would have the swim animations just like godmode uses also swimming animations.

    DamagePerSec
    the damage value used if bPainZone set to true.

    DamageString
    message to the offended or victim of that zonetrap.

    DamageType
    you don't type anything you like, killtypes exist here
    Actor > DamageType > UnrealDamageType
    select and use > Burned, Corroded, Decapitated, Drown, Fell.
    just copy that text in the field like this.
    DamageType = Decapitated
    Most of these are used automaticlly for some weapon or zones Now the Fell damageType is automatique if none has been used.

    EntryActor » effect when actor enters, like damage effects
    EntrySound » sound when entering
    ExitActor » effect when actor exits, like damage effects
    ExitActorSound » sound when exits
    MaxCarcasses » how many victim carcases may be left around. MaxLightCount and ploycount » leave the defaults.

  • ZoneGravity
    these are the settings used for the gravity of a given zone you can have several zones with each a different gravity. X beeing width, Y beeing breadth and Z vertical factor.

  • ZoneVelocity
    refer to Zonegravity for the factors, but this one rates the speed that players can fall or jump.

  • ZoneLight
    most settings are used just like for simple lightsources Fogcolor is the color used for the fog and FogDistance adjust how far you can see till it starts. only available when ZoneInfo > bFogZone = true

    TexUPanSpeed » the speed that animated textures move Horizontall
    TexVPanSpeed » the speed that animated textures move Vertical
    Only available when a complete rebuild has been performed after creating the zone.
    ViewFlash color used for damaged player sight flash
    ViewFog the fog color wher the viewflash color is used in.


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