Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Difference between revisions of "UE2:RedirectionTrigger (UT2004)"
From Unreal Wiki, The Unreal Engine Documentation Site
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− | + | Triggers the RedirectionEvent when being triggered. So basically it's just creating a second chain of events to a TriggerEvent. | |
+ | 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. | ||
==Properties== | ==Properties== | ||
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'''Type:''' [[name]] | '''Type:''' [[name]] | ||
− | + | The name of the Event that shall be triggered when this Actor is triggered. | |
===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. |
Revision as of 14:01, 5 April 2010
- Package:
- Gameplay
- This class in other games:
- UE2Runtime, U2, UT2003
Triggers the RedirectionEvent when being triggered. So basically it's just creating a second chain of events to a TriggerEvent. 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.
Properties
Property group 'RedirectionTrigger'
RedirectionEvent
Type: name
The name of the Event that shall be triggered when this Actor is triggered.
Default values
Property | Value |
---|---|
bCollideActors | False |
Events
Trigger
Overrides: Actor.Trigger
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.