KeekUT Documentation
(c) Laurens Keek. website, e-mail
KeekUT is a package containing additional actors for Unreal Tournament. These actors can be placed in any map you create. This document will explain how to use the actors in KeekUT and which properties can be set.
My plan is to update KeekUT with new content whenever I have finished something, while maintaining compatibility with previous releases. If you check this package out please give me feedback on your experiences. The templates for the skins I use are available in this document, so you can change the way the models look to your liking. If you create a nice texture, please mail it to me so this package can become even better!
Check out DM-KeekUTExample for a showcase of the actors in KeekUT and an example of their implementation!
This document covers:
RainGenerator
SnowGenerator
Wheel
If an actor in KeekUT is not mentioned in this document it is a class that you should not place in your map. It is used by the actors that are mentioned.
RainGenerator
Description: Place this actor high up in your map and it'll rain underneath it! Rain particles are spawned around RainGenerator in the square that has sides with a length of twice the collision radius. The rain will go in the direction of RainGenerator's rotation, so point RainGenerator's arrow in the right direction! Please note that a lot of rain will slow down game play. Placing the RainGenerator as low as possible and increasing fSpeed will make sure the rain leaves the map fast.
Found at: KeekUT_SnowGenerator_RainGenerator
Other actors required: None
Default Properties:
RainGenerator's default properties are the same as SnowGenerator's.
Skin Template: rain.gif. Rain is a single triangle mesh.
SnowGenerator
Description: Place this actor high up in your map and it'll snow underneath it! Snow flakes are spawned around SnowGenerator in the square that has sides with a length of twice the collision radius. The snow will go in the direction of SnowGenerator's rotation, so point SnowGenerator's arrow in the right direction! Please note that a lot of snow will slow down game play. Placing the SnowGenerator as low as possible and increasing fSpeed will make sure the snow leaves the map fast.
Found at: KeekUT_SnowGenerator
Other actors required: None
Default Properties:
- Collision_CollisionRadius Snow flakes are spawned around SnowGenerator in the square that has sides with a length of twice the collision radius.
- SnowGenerator_fDensity amount of snow flakes to be spawned per second per unit area.
- SnowGenerator_fSpeed speed of the snow flakes
- SnowGenerator_fSpread spread in the direction of the snow
- SnowGenerator_SnowTexture the texture of the snow
- SnowGenerator_SnowVisibilityRadius Radius of the cylinder within which the snow flake will be visible. 0=visible everywhere.
- SnowGenerator_SnowVisibilityHeight Height of the cylinder within which the snow flake will be visible. 0=visible everywhere.
- SnowGenerator_SnowLifeSpan Number of seconds before the snowflake will be destroyed. 0=never.
- SnowGenerator_SnowDrawScale DrawScale of snow
Skin Template: Any texture can be set as SnowTexture.
Wheel
Description: Decoration with a wheel mesh.
Found at: Decoration_Wheel
Other actors required: None
Default Properties: None
Skin Template: wheel.gif
Using KeekUT in your map
The author grants you permission to use the package KeekUT in your maps and redistribute it along with your map, as long as the package is left intact, this document is redistributed along with the package and some credit is given to the author.
Please remember to inform your public that in order to play a map using KeekUT on a server the line:
ServerPackages=KeekUT
should be added to UnrealTournament.ini, or Infiltration280.ini when playing Infiltration.
Last Updated: Saturday, January 20, 2001 17:10:08