Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:Trigger (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- AlarmTrigger, CommandTrigger, CountdownTrigger, DestroyTrigger, DialogTrigger, DoorTrigger, EarthquakeTrigger, ElevatorTrigger, EndLevelTrigger, GameOverTrigger, LightTrigger, PhysicsTrigger, ProjectileTrigger, ScriptTrigger, ShakeTrigger, SoundDispatcher, SpeakerTrigger, StageTrigger, SwapTrigger, TimedTrigger, ZoneTrigger
- This class in other games:
- RTNP, U1, U2, UDK, UE2Runtime, UT, UT2003, UT2004, UT3
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Trigger: senses things happening in its proximity and generates sends Trigger/UnTrigger to actors whose names match 'EventName'.
[edit] Properties
[edit] Property group 'Trigger'
[edit] bInitiallyActive
Type: bool
Default value: True
[edit] bNoProximityReticle
Type: bool
[edit] bTriggerOnceOnly
Type: bool
[edit] ClassProximityType
[edit] ClassProximityTypes
NEW (mdf) use if more than 1
[edit] DamageThreshold
Type: float
minimum damage to trigger if TT_Shoot
[edit] Description
Type: string
Modifiers: localized
[edit] InstigatorTag
Type: name
[edit] Message
Type: string
Modifiers: localized
[edit] RepeatTriggerTime
Type: float
if > 0, repeat trigger message at this interval is still touching other
[edit] ReTriggerDelay
Type: float
minimum time before trigger can be triggered again
[edit] TriggerDamageType
Type: class<DamageType>
Default value: Class'Engine.DamageType'
[edit] TriggerType
Type: ETriggerType
[edit] UseDistance
Type: float
max distance at which TT_Use triggers can be used
[edit] Internal variables
[edit] bSavedInitialActive
Type: bool
[edit] bSavedInitialCollision
Type: bool
[edit] TriggerActor
Type: Actor
actor that triggers this trigger
[edit] TriggerActor2
Type: Actor
[edit] TriggerTime
Type: float
[edit] Default values
| Property | Value |
|---|---|
| InitialState | 'NormalTrigger' |
| Texture | Texture'Engine.S_Trigger' |
[edit] Enums
[edit] ETriggerType
- TT_PlayerProximity
- Trigger is activated by player proximity.
- TT_PawnProximity
- Trigger is activated by any pawn's proximity
- TT_ClassProximity
- Trigger is activated by actor of ClassProximityType only
- TT_AnyProximity
- Trigger is activated by any actor in proximity.
- TT_Shoot
- TT_Use
[edit] Functions
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] SpecialHandling
Overrides: Actor.SpecialHandling
[edit] Timer
Overrides: Actor.Timer
[edit] Touch
Overrides: Actor.Touch
[edit] UnTouch
Overrides: Actor.UnTouch
[edit] Other instance functions
[edit] CheckTouchList
[edit] FindTriggerActor
[edit] GetDescription
Overrides: Actor.GetDescription
[edit] GetInitiallyActive
[edit] IsRelevant
[edit] IsUsable
Overrides: Actor.IsUsable
[edit] OnUnuse
Overrides: Actor.OnUnuse
[edit] OnUse
Overrides: Actor.OnUse
[edit] Reset
Overrides: Actor.Reset
[edit] ReTriggerDelayTimer
[edit] SetInitiallyActive
[edit] TakeDamage
Overrides: Actor.TakeDamage
[edit] States
[edit] NormalTrigger
[edit] OtherTriggerToggles
[edit] OtherTriggerToggles.Trigger
Overrides: Actor.Trigger (global)
[edit] OtherTriggerTurnsOff
[edit] OtherTriggerTurnsOff.Trigger
Overrides: Actor.Trigger (global)
[edit] OtherTriggerTurnsOn
[edit] OtherTriggerTurnsOn.Trigger
Overrides: Actor.Trigger (global)
