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Assault
The FortStandard is used to define the objectives in the Assault map. There can be multiple FortStandards in a map. The bFinalFort
attribute if true specifies that when the FortStandard is destroyed, the level is completed even if there are other FortStandards still active.
The DefensePriority attribute specifies the order in which the FortStandards should be defended, with the highest DefensePriority
FortStandards defended first. The NearestPathNodeTag attribute should always be used to provide bots a hint about how to get to the
FortStandard. Set it to the tag of the nearest reachable PathNode. The optional FallBackFort attribute specifies which fort defenders
should fallback to if the FortStandard is destroyed (set the FallBackFort to the tag of the desired FortStandard). The bTriggerOnly attribute
specifies that the FortStandard should be triggered (using a trigger or by touching it) rather than shot.
The bSelfDisplayed attribute specifies that the FortStandard is visible (using its mesh). This is typically turned off and the FortStandard is
displayed with level geometry. The bFlashing attribute specifies that the FortStandard should flash when it is damaged. The bSayDestroyed
attribute specifies that bots should announce when they have destroyed this FortStandard (turn this off if the FortStandard marks a strategic
location, and not a visible objective). If the DestroyedMessage is not empty, it will be displayed on everyone's HUD when the
FortStandard is destroyed. The DamageEvent[] and DamageEventThreshold[] arrays are used to specify events which occur when the
FortStandard has incurred specific amounts of damage.
The ChargeDist and bForceRadius attributes are advanced AI tweaks used to determine how aggressively bots will go after a FortStandard,
when they feel they don't have adequate backup.
One of the FortStandards in the level should have the DefenseTime attribute (the total time the base needs to be defended) set. Also, one
FortStandard should have the EndCamTag attribute (the tag of the spectatorcam to use when the game ends).
The TeamCannon can be placed in Assault levels to support defenders. The MinigunCannon is a minigun version of the TeamCannon.
Every Assault level must have an AssaultInfo somewhere in it. The AssaultInfo contains the text (in the ObjDesc[] array) and screenshots
(in the ObjShots[] array) which describe the objectives for the level. The NumObjShots should be se to the number of text/screenshot
elements.
The AssaultRandomizer can be used to force bot attackers to vary their entry routes randomly. Place an AssaultRandomizer in a spot
along the shortest path, making sure there are no connections around it along that path. Set the ToggledCost attribute to an appropriate
value to increase the distance cost of that path. The use a trigger to toggle the AssaultRandomizer on and off as desired, causing the path to
appear longer or shorter. Never use a negative value for the ToggledCost.
Moron
"Living seriously damages your health
[This message was edited by Moron on Jun 22, 2000 at 09:21.]