UnrealEd Popup Actor List
Posted: Tue Feb 22, 2011 1:37 pm
I recently added some entries into my unrealed.ini so some of the more common actors I use in a level are available with a simple right click. Here's the section now:
[PopupActorList]
Item0=Path Node,PATHNODE
Item1=Player Start,PLAYERSTART
Item2=Emitter,EMITTER
Item3=Weapon Base,NEWWEAPONBASE
Item4=Weapon Locker,WEAPONLOCKER
Item5=Health Charger,NEWHEALTHCHARGER
Item6=Health Vial,MINIHEALTHPACK
Item7=Teleporter,TELEPORTER
Item8=Jump Pad,UTJUMPPAD
I was thinking it might be useful to have some kind of special conditional access to some of the more commonly used things based on the type of level.
For DM ->
Adrenaline, Shield, Ammo
Assault ->
Triggers (ScriptedTriggers), Special Pathnodes
ONS ->
ONSNodes/Cores, ONSVehicleFactories, ONS Road/Flying Pathnodes
I don't really know if this is possible, but if anyone's got any ideas feel free to volunteer. RIght now I'm thinking maybe it's possible to do this using flags and pointing to different editor .inis, but then you'd need a bunch of different shortcuts. That's about as feasible as it gets I suppose.
[PopupActorList]
Item0=Path Node,PATHNODE
Item1=Player Start,PLAYERSTART
Item2=Emitter,EMITTER
Item3=Weapon Base,NEWWEAPONBASE
Item4=Weapon Locker,WEAPONLOCKER
Item5=Health Charger,NEWHEALTHCHARGER
Item6=Health Vial,MINIHEALTHPACK
Item7=Teleporter,TELEPORTER
Item8=Jump Pad,UTJUMPPAD
I was thinking it might be useful to have some kind of special conditional access to some of the more commonly used things based on the type of level.
For DM ->
Adrenaline, Shield, Ammo
Assault ->
Triggers (ScriptedTriggers), Special Pathnodes
ONS ->
ONSNodes/Cores, ONSVehicleFactories, ONS Road/Flying Pathnodes
I don't really know if this is possible, but if anyone's got any ideas feel free to volunteer. RIght now I'm thinking maybe it's possible to do this using flags and pointing to different editor .inis, but then you'd need a bunch of different shortcuts. That's about as feasible as it gets I suppose.