Name: TeamSpecificActors
Version: 1.0
Compatibility: probably all, but only tested with 3355

Description:
Actors which treat players differently based on what team they're on. The actors are a Physics Volume, a Teleporter and a Triggerable JumpPad (by default, it's not triggerable). There's a CTF map (no bot support) in the zipfile to show you how these actors work. You can only use the actors which have walls/emitters in the color of your team. Exception is the direct path between the two flags: it has a TeamSpecificPshysicsVolume that damages players of both teams, but then in a different way.

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Detailed Descriptions:

-TeamSpecificPhysicsVolume: (Insert using the Volume button)
Damaging players on different teams are treated differenly. Players of one team can walk through the volume with no harm done, while players of the other team are immediately reduced to bones. Damaging can be combined with several ways of notifying the player. These are: playing a sound, flashing the player's screen and sending a message. The message's color and lifetime can be modified. Works for vehicles as well.

Explanation General Variables:
bPainCausing: Does this volume cause pain on mapload? When triggering this volume, this variable is modified.

Explanation Team Specific Variables (number suffix determines team, in this case red):
bGetHurtByVolume0: Can this team be hurt by this volume?
bScreenFlash0: When hurt, does the player's screen flash?
DamagePerSec0: How much pain caused every second.
DamageType0: How to damage player.
InPainMessage0: Message to send to the player when he's hurt.
MessageColor0: Color of the message.
MessageLifeTime0: How long the message should be displayed, in seconds.
PlaySound0: Plays a sound.

In addition:
This volume is great for sealing off assault team's spawnpoints. In case you're trying to inflict a certain amount of damage to a player, remember that damage can be consumed by the shieldgun, resulting in a player passing through the volume without receiving any damage.
Bot Support: None, to prevent bots of one team going into the volume, please use assault paths.

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-TeamSpecificTriggerableJumppad: (Insert from class tree: Actor/NavigationPoint/Jumppad/UTJumpPad/TeamSpecificTriggerableJumppad)
While one player can use the jumppad like always, the other is denied from doing that. Being denied can be combined with getting a message (custom colors supported) and/or a sound.

Explanation General Variables:
bInitialyActive: Whether this jumppad is active on mapload. 
BelongsToTeam: To which team this Teleporter belongs
DeniedMessage: Message for players of the wrong team
DeniedMessageColor: Color of the message for players of the wrong team
DeniedSound: Played dound for players of the wrong team

In addition:
I did not include two-way-jumppads on purpose, since it might be confusing for humans and most likely also for bots. If you still want two-way-jumppads, you can do with placing two TeamSpecificTriggerableJumppads in the same spot. (check CTF-TeamSpecificActors, shield pickup)
Bot Support: Yes, at least, it worked over here ^^

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-TeamSpecificTeleporter: (Insert from class tree: Actor/NavigationPoint/SmallNavigationPoint/Teleporter/TeamSpecificTeleporter)
Players are treated differently based on what team they're on. While one player can use the teleporter as usual, the other is denied from doing that. Being denied can be combined with getting a message (custom colors supported) and/or a
sound.

Explanation General Variables:
bInitialyActive: Whether this teleport is active on mapload. 
BelongsToTeam: To which team this teleporter belongs
DeniedMessage: Message for players of the wrong team
DeniedMessageColor: Color of the message for players of the wrong team
DeniedSound: Played dound for players of the wrong team

In addition:
I did not include two-way-teleporter on purpose, since it will likely be confusing for humans (imagine chasing an opponent, and ending up somewhere else than him) and most likely for bots as well. If you still want two-way-teleporters, you can do with placing two TeamSpecificTeleporters in the same spot.
Bot Support: Yes, at least, it worked over here ^^

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Comments:
The actors in this package can *greatly disturb* the balance between opposing teams. Please think about the impact these actors will have on the team balance before using them in your map.

Sidenote: In case the message won't show up, check if you haven't accidentally set the message color's Alpha to 0. That way, it turns invisible.

Credits:
To me (Robin 'Jrubzjeknf' van Olst) and a lot to http://www.UnrealWiki.com

Homepage:
None, email address is rrvanolst (at) hotmail (dot) com

Download:
http://files.unrealized-potential.com/jrubzjeknf/TeamSpecificActors.zip , but if someone could set up a mirror for this one, it would be awesome :)