• 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

    TT_PlayerProximityTrigger is activated by player (or bot) proximity.

    TT_PawnProximity Trigger is activated by any pawn's proximity.

    TT_ClassProximity Trigger is activated by actor of the class specified by the Trigger attribute ClassProximityType.

    TT_AnyProximity Trigger is activated by any actor in proximity.

    TT_Shoot Trigger is activated by player shooting it. The optional DamageThreshold attribute specifies the minimum damage required for triggering (instantaneous, not cumulative).

    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:

    NormalTrigger Triggering the Trigger has no effect.

    OtherTriggerToggles When triggered, the Trigger will toggle its bInitiallyActive property on and off.

    OtherTriggerTurnsOn When triggered, the Trigger will turn be come active.

    OtherTriggerTurnsOff When triggered, the Trigger will turn be come inactive. RepeatTriggerTime, if set to a value greater than zero, causes the trigger to send out its event at an interval of RepeatTriggerTime seconds while the triggering actor remains within the trigger’s radius.
  • The TimedTrigger is not triggered by being touched like other triggers. Rather, it triggers at a fixed interval after the level starts, specified by its DelaySeconds attribute. If its bRepeating attribute is true, the TimedTrigger will continue to trigger at every DelaySeconds interval.

    The TeamTrigger is only activated by pawns which do not belong to the team specified by its Team attribute.
  • Classes which are subclassed from Triggers, but are not subclassed from Trigger, are recipients rather than sources of trigger events. The SpecialEvent has several possible states. The desired state is set using the InitialState attribute (in the Object section of the SpecialEvent properties).

  • DisplayMessage Just displays the message in the Message attribute.

  • DamageInstigator Damages the instigator who triggered this event. The Damage attribute specifies the amount of damage. The DamageType and DamageString attributes are also relevant for this state.

  • KillInstigator Kills the instigator, using the DamageString for his death message if the DamageType is SpecialDamage.

  • PlaySoundEffect Plays the sound specified by the Sound attribute at the SpecialEvent's location.

  • PlayersPlaySoundEffect All players play this sound effect at their location on the client side (so they hear it at full volume).

  • PlayAmbientSoundEffect Places the SpecialEvent's AmbientSound on the instigating player.

  • PlayerPath Sends the instigating actor on a spline path through the level as specified by InterpolationPoints placed in the level. If the Message string is not empty, it will be sent to the instigating player, unless bBroadcast is true in which case it will be broadcast to all players. This will happen in any SpecialEvent state.

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