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The Trigger actor is used to trigger events. When a Trigger is activated, it broadcasts its event to all other actors in the level. Any actors whose tag matches this event will be triggered. The TriggerType of a Trigger specifies what situations will cause a trigger to activate. The possible settings of TriggerType are

TriggerTypeSpecific
PlayerProximityActivated by player (or bot) proximity.
PawnProximityActivated by any creatures, player or bot proximity.
ClassProximityActivated by actor of the class specified by the Trigger attribute ClassProximityType.
AnyProximityActivated by any actor in proximity.
ShootActivated by player shooting it. The optional DamageThreshold attribute specifies the minimum damage required for triggering (instantaneous, not cumulative).

Triggers are found under “Triggers” in the actor browser. This is a list of different triggers:

TriggerSpecific
CodeTriggerWill trigger event when a specific order of events been activated.
CounterTriggers event when a number of events been activated.
DispatcherTriggeres multiple events with optional delays.
ElevatorTriggerElevator Mover control trigger, to summon the mover to specific frame.
FatnessTriggerChanges size(fatness) of actor for specific time.
FearSpotArea feared by pawns.
JumperA kicker but with less properties.
MusicEventPlays/Turns-off specific song/music.
RoundRobinTrigger one event from list each time it is triggered.
SpecialEventMultiple use event, sound, damage and message.
StochasticTriggerRandom trigger generator.
TranslatorEventNot used in UT.
TriggerDefault trigger.
ZoneTriggerUsed to trigger zoneinfo actors.
TriggeredDeathInstant death trigger.

This is the properties of a default trigger. (Specific trigger properties are explained under each trigger).

PropertySpecific
+Collision 
CollisionHeightHeight of the collision cylinder area.
CollisionRadiusThe Radius of the collision cylinder area.
  
+Events 
EventIdent name to be sent when trigger is triggered.
TagUsed if the trigger should be triggered by other trigger.
  
+Object 
InitialStateActivation status of trigger.
  
+Trigger 
bInitialActiveIf the trigger should be active or not.
bTriggerOnceOnlySet if trigger can be triggered more than once or not.
ClassProximityTypeUsed if InitalState is “ClassProximity” to determine what class.
DamageThresholdUsed if InitailState is “Shoot” to determine amount of dmg needed.
MessageDisplayed message each time trigger is triggered.
RepeatTriggerTimeRepeats the event for each time interval as longs as trigger is active.
ReTriggerDelayDelay before the trigger can be triggered again.
TriggerTypeThis is how the trigger should be triggered.

The attribute ReTriggerDelay specifies the minimum time before a trigger can be triggered again. The bTriggerOnceOnly attribute, when true, specifies that the trigger should only activated once and then go dormant.

There are several possible states for the Trigger actor. The desired state is set using the InitialState attribute (in the Object section of the Trigger properties). The alternate states are used for Trigger actors that are turned on or off by other triggers, in conjunction with the bInitiallyActive property. If bInitiallyActive is false, the Trigger will be disabled initially. The possible states for the Trigger actor are:

InitialStateSpecific
NoneTrigger will be inactive and useless.
OtherTriggerTurnsOffTriggers “bInitalActive” will be false when triggered
OtherTriggerTurnsOnTriggers “bInitalActive” will be true when triggered
OtherTriggerTogglesTriggers “bInitalActive” will change when triggered
NormalTriggerDefault and trigger is immune against other triggers.

Adding a Trigger: The first thing to think of is, what are you going to trigger, when and how. When you know this then you need to determine the best solution to create the event. Maybe all you need is a mover and a trigger, or a zone portal. Nevertheless, if you use a trigger you need to set the properties. By setting the collision cylinder size you affect the collision size of area of the trigger. If a player/pawn or bullet hit the trigger collision area the trigger will be triggered.

When triggered, depending on setting and trigger type, it will broadcast the event to all objects. All objects with the corresponding tag will be affected and act accordingly. (Moving a mover, killing a player or players, etc.....)

Some properties adjust the triggers behavior, like “bOnlyTriggerOnce”, “RepeatTriggerTime” and “ReTriggerDelay”. If “bOnlyTriggerOnce” is set to true the trigger will only trigger once and cannot be used again. “RepeatTriggerTime” tells the trigger to repeat itself at a interval set by this property as long as the triggering status are true (player in proximity). (If set to zero this option is not used). “ReTriggerDelay” sets a delay before the trigger can be triggered again.

If something is writtten in the “Message” property it will be displayed each time the trigger is triggered.

By setting the “TriggerType” to “TT_ClassProximity” and then add an actor class to the “ClassProximityType” property you can force a certain actor/fire type to be able to activate the trigger.

CodeTrigger: This is a combination trigger. Used to force players to active a given number of “CodeTriggers” in a specific combination to allow for the “CodeMaster” (under info) to accept. In the end it will trigger and event, which I think must be an elevator mover.

Counter: This trigger will only trigger an event when itself have been triggered specific number of times.
bShowMessage - If messages should be displayed to the player or not.
CompleteMessage - Msg that will show when the counter reached a specific value.
CountMessage - Msg to show each time the trigger is triggered.
NumToCount - Num of times it needs to be triggered before it triggers the event.

This trigger can be used if you need players to perform multiple things before they can proceed.

Dispatcher: The dispatcher work as a multiple trigger actor. It can trigger up to 8 different events with specific delays. Under “Dispatcher” you have OutEvents[] which is the events to be triggered in sequence. OutDelays[] is the delay before the corresponding event is triggered (in seconds). The dispatcher can only be triggered by other trigger and is very usefull when you need a series of things to happen either at once or after each other (delay).

ElevatorTrigger: This is a trigger to better control elevator movers. The set of properties have been moved to “ElevatorTrigger”. Two new properties can be found here and that is; GotoKeyframe which tells the elevator mover what keyframe to arrive at. MoveTime is just how long the mover should use to move to that particular keyframe. The ElevatorTrigger will only work with a ElevatorMover.

FatnessTrigger: This is supposed to change the fatness of the object with the same tag as the FatnessTag. Never got this to work.

FearSpot: From what I know of this actor is that it is supposed to make bots fear a given area (collision area of the actor).

Jumper: Adds instant velocity in any direction to any pawn (player/bot) who enter its collision radius.
bKillVelocity - Sets the actors velocity to zero before adding new.
bRandomize - Adds random velocity (don’t know how much differance).
KickedClasses - Specific classes that can use the kicker (default Pawn). KickVelocity[] - The velocity added to the pawn.

MusicEvent: This actor, which must be triggered, can be used to change the current state of the music. Loading a new song, cutting off the current, set a new CD song with more.

All interesting properties can be found under “MusicEvent”. The first, bAffectAllPlayers, determine if all players will be affected by the music change.
bOnceOnly - if the music change should only happen once.
bSilence - will turn off all music selections, resulting in no music at all.
CdTrack - is what track to play from the CD, value 255 for none.
Song - is a .umx file from the Unreal music folder.
SongSection - can be used to start the music from another section rather than the beginning.
Transition - is simply the flow from the current music state to the new one.

You can use this to change song in different areas to give a much more detailed mood. The load time before you start can be a bit longer but should not be a problem in-game.

RoundRobin: This actor will trigger an event each time it is triggered, in sequence from a list. OutEvent[] is the list of events which you want this actor to trigger, in sequence, up to 16 events. bLoop, either true or false will tell the actor to start the list over again, from OutEvent 0 when the last OutEvent have been triggered. This actor must be triggered by other trigger.

Usefull if you want different things to happen each time a player trigger this actor. It will only trigger one event for each time it is triggered, and then go to the next OutEvent.

SpecialEvent: This actor is used to show messages, play sound effects and hurt players.

Some important properties and states combined say what it should do.

bBroadCast - Show message to triggering player only (false), or all (true).
bPlayerViewRot - Don’t know what do.
Damage - Amount of damage inflicted if initial state is “DamageInstigator”.
DamageString - Message to show when player dies from this event.
DamageType - Type of ‘harm’, like “Burned”, “Corroded” and so on.
Message - Message to display on screen when triggered.
Sound - Sound effect to play when triggered.

The different initial states tell how the Special Event should act.
None - Useless
PlayerPath - Single Player mode only, useless for Unreal.
PlayAmbientSound - Will play the sound under “AmbienSound” for the player.
PlayerPlaySound - Will play soundeffect for all players in the game.
PlaySoundEffect - Will play soundeffect from the event location only.
KillInstigator - Kill player instantly.
DamageInstigator - Hurt player specific amount of damage.
DisplayMessage - Simply shows the “Message” on screen.

If you use PlayAmbientSoundEffect, the sound effect used is under “AmbientSound” and not “Sound” that is used for “PlayerSoundEffect” and “PlaySoundEffect”.

However, you should not add a sound effect to the “AmbientSoundProperty” and have the “PlayAmbientSound” state as it will cause the sound effect to loop twice. First the sound effect plays from start and then another one is started when the event is triggered. Use “TriggeredAmbientSound” instead (see the sound tutorial for more info).

Different Damage Types: Fell, Decapitated, Corroded, Burned, Drowned, Frozen, SpecialDamage.

StochasticTrigger: This is a random trigger generator.

The initial state of this actor is either “AlwaysActive” or “TriggerActive” which means that if you want the random generator to work from start, or if you need to trigger it to start it.

The properties you have, under “StochasticTrigger” regulate chance of trigger, what trigger and delay between random test. Events[] - When random is success, it will trigger a random Event. maxReCheckTime - Max delay before actor tries a random check again. minReCheckTime - Minimum delay before actor tries a random check again. triggerProbability - The chance of a random generator, between 0 and 1.

This can be used when you want to produce random events in the game, like lightning. The random generator takes a value between 0 and 1, meaning that 0.5 will be 50% chance. If you set 1 it will be exactly like a timed trigger.

Trigger: This is a regular trigger. When the correct “TriggerType” conditions are met an event will be sent and affect all objects that have the same tag as the trigger event.

ZoneTrigger: This trigger act exactly like a regular trigger but with one differance. When triggered it will activate a zones “bPainZone” (set true).

TriggeredDeath: Instant death for the player who trigger this actor.

With alot of propeties which adjust the screen flashing, if items should be destroyed, sound effects and time it is triggered to actual death.

This is useful if players travel in “deadly” areas they should not be in.

Must be triggered by other trigger.

Other ways to trigger: There is more than one way to create an event (triggering). Actually this happens all the time, but as a player you do not notice it.

As a rule an event will be triggered when the object/actor have served its purpose.

Mover completes its move cycle, player grabs the flag, activates the control point, entering a zone and so on.

This should be taken advantage of as much as possible.

The most common is probably a mover. When a mover completes moving from keyfram 0 to the last it will trigger an event. This can be used to chain connect multiple movers/items.

Need to be triggered: Lots of actors under the trigger class need to be triggered by another trigger. This means that you need to place not only the actual actor but also something to trigger it with. Some of the actors that need to be triggered is, MusicEvent, DistanceViewTrigger, Dispatcher, RoundRobin and so on.



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