I don't need to test my programs. I have an error-correcting modem.

Difference between revisions of "UE2:RedirectionTrigger (UT2004)"

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m (reworded descriptions to match the actual purpose more closely)
 
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}}
 
}}
  
Triggers the RedirectionEvent when being triggered. So basically it's just creating a second chain of events to a TriggerEvent.
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Causes an event to be triggered by each alive {{cl|Pawn}} in the level. The player actually activating the RedirectionTrigger doesn't matter.
The only other purpose could be, that the Event is only triggered when the Instigator is alive when the chain of events reaches this Actor.
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==Properties==
 
==Properties==
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'''Type:''' [[name]]
 
'''Type:''' [[name]]
  
The name of the Event that shall be triggered when this Actor is triggered.
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The name of the event to trigger.
  
 
===Default values===
 
===Default values===
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'''Overrides:''' {{tl|Trigger|Actor|events}}
 
'''Overrides:''' {{tl|Trigger|Actor|events}}
  
This is called when an Event that matches the Tag of this Actor is triggered. It performs a check to see whether the Instigator is still alive and triggers the RedirectionEvent then.
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Iterates over all alive Pawns and triggers the {{tl|RedirectionEvent}} with each of them as Instigator.

Latest revision as of 15:43, 5 April 2010

UT2004 Object >> Actor >> Triggers >> RedirectionTrigger
Package: 
Gameplay
This class in other games:
UE2Runtime, U2, UT2003

Causes an event to be triggered by each alive Pawn in the level. The player actually activating the RedirectionTrigger doesn't matter.

Properties[edit]

Property group 'RedirectionTrigger'[edit]

RedirectionEvent[edit]

Type: name

The name of the event to trigger.

Default values[edit]

Property Value
bCollideActors False

Events[edit]

Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger

Iterates over all alive Pawns and triggers the RedirectionEvent with each of them as Instigator.