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  • You can now create new AOCFamilyInfos and place them directly in your levels. An AOCFamilyInfo is an actor that defines the differences between player classes (Archer, MAA, Vanguard, Knight, King, ...), such as their weapon selection, health, speed, and so forth. You can spawn bots that use your custom AOCFamilyInfo, or override players' classes so that players spawn with your new class (and see the new weapon selection in the loadout screen). No code involvement necessary.
  • You can disable automatic scoring handling and handle it all yourself through Kismet, without the use of a mutator if you choose.
  • You can manually set the objective texts.
  • You can set which team will win when time runs out
  • There's a new HUD Marker class that can be attached to pawns
  • An actor (to go along with the "special score tracking" mutator, but can be used independently and driven off player Score) that lets you set up "purchases"; fires off a Kismet event when a purchase completes
  • A node to switch individual weapons (and do it properly, without totally respawning a player's pawn)

Existing actors

A number of existing Chivalry actors that are typically interacted with via Kismet should slot into TO2 just fine. These include Capture Volumes, the Signal Fire, etc.; just bear in mind that the old Team Objective sequence actions do nothing in TO2; many of the events tied to TO objectives will still work, though. More information on which work and which don't is to come.

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