Mapping - Map Components
Updated a year agoSupply Raid - Map Components
Collection of descriptions of all Supply Raid Components that can be modified for different affects on gameplay. It's recommended using the SR_Scene Prefab that comes with the SDK and never modifying any components not listed here unless you know exactly what you're doing.
SR_Manager
Setting | Description |
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Default Character | The exact name of a Character that will be auto selected when the map loads, leave blank for default character |
Force Character Category | The exact character category that will be auto selected when the map loads, leave blank for default category |
Force Static Player Supply Point | The first Supply Point the player spawns at will be the only Supply Point with menus, use this in conjunction with the SR_SupplyPoint Force First Spawn setting |
Force Capture Order | -1 Player Selected Capture Order 0 - Random Order 1 - Random 2 - Ordered |
Force Start Points Override | Forces a map specific starting tokens no matter what character is selected |
Avoidance Quality | The Quality of Sosig Pathing, it is Recommend to use lower Quality for larger maps High Quality - H3VR Default Good Quality - Recommended for Complex Tiny Maps Med Quality - Supply Raid Default (For optimal balanced performance) , Recommend for Medium Sized maps Low Quality - Recommend for Large/Huge Maps No Obstacle Avoidance - Do Not Use |
World Transforms | All the gamemode specific gameObjects |
Fallback Thumbnail | The fallback thumbnail for Menu thumbnails if icons are missing |
Sosig Setup | All Sosig Hearing, Field of View (FOV) and Sight settings |
Max Hearing Range | Max Distance which Sosigs can hear while fully alerted |
Max FOV | Max FOV can see while fully alerted |
Max Sight Range | Max Distance which Sosigs can see while fully alerted |
State Hearing Range Mults | X - Mutlipler when unalerted Y - Multiplier when investigating Z - Multiplier in full alert combat state |
State FOV Mults | X - Mutlipler when unalerted Y - Multiplier when investigating Z - Multiplier in full alert combat state |
State Sight Range Mults | X - Mutlipler when unalerted Y - Multiplier when investigating Z - Multiplier in full alert combat state |
Global Audio | The Audiosource that produces all the gamemode sounds to the player |
Audio Confirm | Confirm Sound effect using the menus |
Audio Fail | Fail Sound when not enough tokens |
Audio Error | Fatal error sound when something doesn't work |
Audio Rearm | Sound of rearming weapons |
Audio Points Gain | Sound effect when getting a Token |
Audio Tick | Ticking sound of capturing a point every second |
Audo Tick Almost | Ticking Sound when in the last 5 seconds of a capture |
Audio Capture Complete | When the Supply Point has been captured |
Audio Fail Capture | When the player leaves the capture zone before capturing |
SR_SupplyPoint
Setting | Description |
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Force First Spawn | This forces this Supply Point to always be the first starting Supply Point |
Capture Time | How long this point takes to capture |
Buy Menu | Position and Rotation of the Buy Menu |
Ammo Station | Position and Rotation of the Ammo Menu |
Recycler | Position and Rotation of the Recycler Menu |
Duplicator | Position and Rotation of the Magazine Duplicator Menu |
Attachment Station | Position and Rotation of the Attachment table Menu |
Supply Size | Currently unused, potentionally future use for deciding Supply Capture order |
Respawn | Position and Rotation of the player when they spawn at this supply point |
Capture Zone | Position, Rotation and Scale of the Capture Zone |
Sosig Spawns | The locations where Sosigs spawn in after Defenders sosigs are neutralized, randomly selected from the list and will try to avoid spawning infront of the player |
Player Nearby | The minimum distance the player needs to be from the Sosig Spawns for them to spawn sosigs |
Spawn Radius | The distance the Sosigs will randomly spawn around their points |
Guard Points | List of positions Guard Sosigs can spawn at, selected at random |
Sniper Points | List of positions Sniper Sosigs can spawn at, selected at random The gizmo line represents the spawn's facing direction |
Patrol Paths | A list of Patrol paths Patrol Sosigs will spawn at, Patrol groups select Patrol Paths at random Patrol Points is an ordered list of the Patrol Path in list order, the Patrol Point gizmo line points to the look direction of that point |
SR_GameObjects
Setting | Description |
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Active On | The Supply Raid event that triggers the activation Supply Point Captured - Selected Supply Point is captured Supply Point Attack - Selected Supply Point is the current Attack Supply Point Supply Point Idle - Selected Supply Point is not being used for anything Before Launch - Before the game is launched in the menu Game Launch - The game has been started Game Complete - When the game is completed Capture - Any Supply Point has been captured Final Supply Point - Final Supply Point Endless Start - All of the faction level are completed and now is in endless levels Objective Complete - Successfully taken all Supply Point captures Objective Fail - Dying on no respawning Objective End - Dying on no respawning on marathon mode |
Set State | Sets the list GameObjects active state True - Enables all GameObjects False - Disables all GameObjects Inverse - Sets all Gameobjects to an inverse active state e.g. if true, sets to false Random - Randomly sets each GameObject separately to Enabled or Disabled |
Supply Point | The selected Supply Point that Active On references for "Supply Point" labels |
GameObjects | The list of Gameobjects that are affected by this component |