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Difference between revisions of "User:Eliot/LevelConfigManager/Triggers"

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(Created page with 'This article explains every {{classgames|Trigger}} found in the '''LevelConfigManager''' mapping tool. ==WeaponGiver== {{infobox class | class = LCA_WeaponGiver | game = UT2004 …')
 
m (Cleanup)
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This article explains every {{classgames|Trigger}} found in the '''LevelConfigManager''' mapping tool.
 
This article explains every {{classgames|Trigger}} found in the '''LevelConfigManager''' mapping tool.
  
==WeaponGiver==
+
==Triggers==
 +
===WeaponGiver===
 
{{infobox class
 
{{infobox class
 
| class = LCA_WeaponGiver
 
| class = LCA_WeaponGiver
Line 17: Line 18:
 
;On Activation : The set ''WeaponsToAdd'' will be given to the instigator.
 
;On Activation : The set ''WeaponsToAdd'' will be given to the instigator.
  
===WeaponsToAdd===
+
====WeaponsToAdd====
 
'''Type:''' {{tl|sDefWepList|LevelConfigActor}}
 
'''Type:''' {{tl|sDefWepList|LevelConfigActor}}
  
==TriggerDelayTrigger==
+
===TriggerDelayTrigger===
 
{{infobox class
 
{{infobox class
 
| class = LCA_TriggerDelayTrigger
 
| class = LCA_TriggerDelayTrigger
Line 40: Line 41:
 
;On Activation : A ''LastTriggerTime'' test will be done, if the specified ''TriggerDelay'' has passed then the trigger will trigger his own ''Event'', if not then nothing happens.
 
;On Activation : A ''LastTriggerTime'' test will be done, if the specified ''TriggerDelay'' has passed then the trigger will trigger his own ''Event'', if not then nothing happens.
  
===TriggerDelay===
+
====TriggerDelay====
 
'''Type:''' [[float]]
 
'''Type:''' [[float]]
  
 
<!-- enter variable description -->
 
<!-- enter variable description -->
  
 +
===StandTrigger===
 
{{infobox class
 
{{infobox class
 
| class = LCA_StandTrigger
 
| class = LCA_StandTrigger
Line 67: Line 69:
 
<!-- enter variable description -->
 
<!-- enter variable description -->
  
==SpeedMultiplicaterTrigger==
+
===SpeedMultiplicaterTrigger===
 
{{infobox class
 
{{infobox class
 
| class = LCA_SpeedMultiplicaterTrigger
 
| class = LCA_SpeedMultiplicaterTrigger
Line 85: Line 87:
 
;On Activation : Increases the speed of the instigator.
 
;On Activation : Increases the speed of the instigator.
  
===Property group 'LCA_SpeedMultiplicaterTrigger'===
 
 
====bIgnoreSecondPress====
 
====bIgnoreSecondPress====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
Line 105: Line 106:
 
'''Default value:''' 1.0
 
'''Default value:''' 1.0
  
===Property group 'Message'===
 
 
====UsedMessage====
 
====UsedMessage====
 
'''Type:''' [[string]]
 
'''Type:''' [[string]]
Line 115: Line 115:
 
'''Default value:''' "Your Speed Has Been Increased by"
 
'''Default value:''' "Your Speed Has Been Increased by"
  
==SetDefaultWeaponList==
+
===SetDefaultWeaponList===
 
{{infobox class
 
{{infobox class
 
| class = LCA_SetDefaultWeaponList
 
| class = LCA_SetDefaultWeaponList
Line 131: Line 131:
 
;On Activation : The specified ''StartWeaponList'' will be applied to the DefaultWeapons list in ''LevelConfigActor''.
 
;On Activation : The specified ''StartWeaponList'' will be applied to the DefaultWeapons list in ''LevelConfigActor''.
  
===Property group 'LCA_SetDefaultWeaponList'===
 
 
====StartWeaponList====
 
====StartWeaponList====
 
'''Type:''' {{tl|sDefWepList|LevelConfigActor}}
 
'''Type:''' {{tl|sDefWepList|LevelConfigActor}}
Line 137: Line 136:
 
<!-- enter variable description -->
 
<!-- enter variable description -->
  
==NoInstigatorTrigger==
+
===NoInstigatorTrigger===
 
{{infobox class
 
{{infobox class
 
| class = LCA_NoInstigatorTrigger
 
| class = LCA_NoInstigatorTrigger
Line 155: Line 154:
 
;On Activation : Redirects the event but removes the instigator so that it can't be responsible for anything anymore.
 
;On Activation : Redirects the event but removes the instigator so that it can't be responsible for anything anymore.
  
==NetViewShaker==
+
===NetViewShaker===
 
{{infobox class
 
{{infobox class
 
| class = LCA_NetViewShaker
 
| class = LCA_NetViewShaker
Line 175: Line 174:
 
;On Activation : The instigator his camera will be shaked.
 
;On Activation : The instigator his camera will be shaked.
  
==NetMaterialTrigger==
+
===NetMaterialTrigger===
 
{{infobox class
 
{{infobox class
 
| class = LCA_NetMaterialTrigger
 
| class = LCA_NetMaterialTrigger
Line 190: Line 189:
 
;On Activation : The material slot of the specified {{classgames|MaterialSwitch}} will be incremented, if the end is reached it will start all over again.
 
;On Activation : The material slot of the specified {{classgames|MaterialSwitch}} will be incremented, if the end is reached it will start all over again.
  
===Property group 'LCA_NetMaterialTrigger'===
 
 
====MaterialSwitch====
 
====MaterialSwitch====
 
'''Type:''' {{cl|MaterialSwitch}}
 
'''Type:''' {{cl|MaterialSwitch}}
Line 198: Line 196:
 
<!-- enter variable description -->
 
<!-- enter variable description -->
  
==MonsterSpawner==
+
===MonsterSpawner===
 
{{infobox class
 
{{infobox class
 
| class = LCA_MonsterSpawner
 
| class = LCA_MonsterSpawner
Line 214: Line 212:
 
;On Activation : Spawns monsters will with specified properties. This can be either automatic by a timer or whenever triggered. A max monsters limit can be set but keep in mind that if you are gonna use more than one ''MonsterSpawner'' then please set a unique ''Tag'' for each ''MonsterSpawner''.
 
;On Activation : Spawns monsters will with specified properties. This can be either automatic by a timer or whenever triggered. A max monsters limit can be set but keep in mind that if you are gonna use more than one ''MonsterSpawner'' then please set a unique ''Tag'' for each ''MonsterSpawner''.
  
===Property group 'LCA_MonsterSpawner'===
 
 
====MaxMonsters====
 
====MaxMonsters====
 
'''Type:''' [[int]]
 
'''Type:''' [[int]]
Line 301: Line 298:
 
<!-- enter variable description -->
 
<!-- enter variable description -->
  
==Enums==
 
 
====ESpawnLocation====
 
====ESpawnLocation====
 
<!-- enter enum description -->
 
<!-- enter enum description -->
Line 317: Line 313:
 
; ST_Triggered : Spawn when triggered.
 
; ST_Triggered : Spawn when triggered.
  
==Structs==
+
====sMonsterData====
===sMonsterData===
+
 
<!-- enter struct description -->
 
<!-- enter struct description -->
 
; [[class]]<{{cl|Monster}}> MonsterClass : Monster to spawn.
 
; [[class]]<{{cl|Monster}}> MonsterClass : Monster to spawn.
Line 325: Line 320:
 
; [[float]] MonsterSize : <!-- enter variable description -->
 
; [[float]] MonsterSize : <!-- enter variable description -->
  
==LocalMessageTrigger==
+
===LocalMessageTrigger===
 
{{infobox class
 
{{infobox class
 
| class = LCA_LocalMessageTrigger
 
| class = LCA_LocalMessageTrigger
Line 341: Line 336:
 
;On Activation : Sends a {{classgames|LocalMessage}} to the instigator with the specified ''Message'' and other details.  
 
;On Activation : Sends a {{classgames|LocalMessage}} to the instigator with the specified ''Message'' and other details.  
  
===Property group 'Message'===
 
 
====bBeep====
 
====bBeep====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
Line 385: Line 379:
 
|}
 
|}
  
==Structs==
+
====sPosition====
===sPosition===
+
 
<!-- enter struct description -->
 
<!-- enter struct description -->
 
; [[float]] X : <!-- enter variable description -->
 
; [[float]] X : <!-- enter variable description -->
 
; [[float]] Y : <!-- enter variable description -->
 
; [[float]] Y : <!-- enter variable description -->
  
==HitCountTrigger==
+
===HitCountTrigger===
 
{{infobox class
 
{{infobox class
 
| class = LCA_HitCountTrigger
 
| class = LCA_HitCountTrigger
Line 407: Line 400:
 
;On Activation : Triggers his own event whenever the specified ''HitCount'' is achieved within the specified ''HitCountTime''.
 
;On Activation : Triggers his own event whenever the specified ''HitCount'' is achieved within the specified ''HitCountTime''.
  
===Property group 'LCA_HitCountTrigger'===
 
 
====DamageThreshold====
 
====DamageThreshold====
 
'''Type:''' [[int]]
 
'''Type:''' [[int]]
Line 432: Line 424:
 
'''Default value:''' 1.5
 
'''Default value:''' 1.5
  
==GameSpeedModifier==
+
===GameSpeedModifier===
 
{{infobox class
 
{{infobox class
 
| class = LCA_GameSpeedModifier
 
| class = LCA_GameSpeedModifier
Line 448: Line 440:
 
;On Activation : The game speed will be set to the specified value.
 
;On Activation : The game speed will be set to the specified value.
  
===Property group 'LCA_GameSpeedModifier'===
 
 
====bShowMessage====
 
====bShowMessage====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
Line 465: Line 456:
 
'''Default value:''' 1.0
 
'''Default value:''' 1.0
  
==DelayedTrigger==
+
===DelayedTrigger===
 
{{infobox class
 
{{infobox class
 
| class = LCA_DelayedTrigger
 
| class = LCA_DelayedTrigger
Line 481: Line 472:
 
;On Activation : Triggers his own event every ''DelayTime''.
 
;On Activation : Triggers his own event every ''DelayTime''.
  
===Property group 'LCA_DelayedTrigger'===
 
 
====bLoop====
 
====bLoop====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
Line 496: Line 486:
 
'''Default value:''' 1.0
 
'''Default value:''' 1.0
  
==ConditionTrigger==
+
===ConditionTrigger===
 
{{infobox class
 
{{infobox class
 
| class = LCA_ConditionTrigger
 
| class = LCA_ConditionTrigger
Line 512: Line 502:
 
;On Activation : All conditions will be tested, if true ''OnTrueAction'' will be activated, if false ''OnFalseAction'' will be activated.
 
;On Activation : All conditions will be tested, if true ''OnTrueAction'' will be activated, if false ''OnFalseAction'' will be activated.
  
===Property group 'LCA_ConditionTrigger'===
 
 
====Conditions====
 
====Conditions====
 
'''Type:''' [[array]]<{{cl|LCA_Condition}}>
 
'''Type:''' [[array]]<{{cl|LCA_Condition}}>
Line 534: Line 523:
 
If all of the 'Conditions' are true then this action will be activated if set.
 
If all of the 'Conditions' are true then this action will be activated if set.
  
==ComboTrigger==
+
===ComboTrigger===
 
{{infobox class
 
{{infobox class
 
| class = LCA_ComboTrigger
 
| class = LCA_ComboTrigger
Line 550: Line 539:
 
;On Activation : Gives a specific combo to the instigator.
 
;On Activation : Gives a specific combo to the instigator.
  
===Property group 'LCA_ComboTrigger'===
 
 
====ActivateType====
 
====ActivateType====
 
'''Type:''' {{tl|EActivateType}}
 
'''Type:''' {{tl|EActivateType}}
Line 572: Line 560:
 
'''Default value:''' 30
 
'''Default value:''' 30
  
==Enums==
 
 
====EActivateType====
 
====EActivateType====
 
<!-- enter enum description -->
 
<!-- enter enum description -->
Line 578: Line 565:
 
; AT_Touch : <!-- enter enum value description -->
 
; AT_Touch : <!-- enter enum value description -->
  
==ActionTrigger==
+
===ActionTrigger===
 
{{infobox class
 
{{infobox class
 
| class = LCA_ActionTrigger
 
| class = LCA_ActionTrigger
Line 594: Line 581:
 
;On Activation : All the set actions will be activated.
 
;On Activation : All the set actions will be activated.
  
===Property group 'LCA_ActionTrigger'===
 
 
====Actions====
 
====Actions====
 
'''Type:''' [[array]]<{{cl|LCA_ActorAction}}>
 
'''Type:''' [[array]]<{{cl|LCA_ActorAction}}>
Line 602: Line 588:
 
<!-- enter variable description -->
 
<!-- enter variable description -->
  
==AccessTrigger==
+
===AccessTrigger===
 
{{infobox class
 
{{infobox class
 
| class = LCA_AccessTrigger
 
| class = LCA_AccessTrigger
Line 618: Line 604:
 
;On Activation : A menu will popup for the instigator, where the instigator may try enter a code and then press the Enter button, if the code is correct then the ''CorrectSnd'' will be played and the ''Event'' will be triggered, if the code is incorrect the ''IncorrectSnd'' will be played.
 
;On Activation : A menu will popup for the instigator, where the instigator may try enter a code and then press the Enter button, if the code is correct then the ''CorrectSnd'' will be played and the ''Event'' will be triggered, if the code is incorrect the ''IncorrectSnd'' will be played.
 
   
 
   
===Property group 'LCA_AccessTrigger'===
 
 
====bActivateOnceOnly====
 
====bActivateOnceOnly====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]

Revision as of 10:50, 16 August 2010

This article explains every Trigger(RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3) found in the LevelConfigManager mapping tool.

Triggers

WeaponGiver

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_WeaponGiver (custom)
Activation Type 
Trigger
On Activation 
The set WeaponsToAdd will be given to the instigator.

WeaponsToAdd

Type: LevelConfigActor.sDefWepList

TriggerDelayTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_TriggerDelayTrigger (custom)

This is a bridge trigger between a stand trigger and a trigger not supporting a ReTriggerDelay feature. e.g. UseTrigger->TriggerDelayTrigger->Something. i.e. The TriggerDelayTrigger will only work if it wasn't triggered for a specified amount of time.

Activation Type 
Trigger
On Activation 
A LastTriggerTime test will be done, if the specified TriggerDelay has passed then the trigger will trigger his own Event, if not then nothing happens.

TriggerDelay

Type: float


StandTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_StandTrigger (custom)

Can be used in shooting maps e.g. say if theres a moving mover and a target to hit, this target is visible anywhere even if you won't go on the mover and thus the player can cheat it unless this actor is used by the target to check if the instigator is actually standing on that mover.

Activation Type 
Trigger
On Activation 
Checks if the instigator is standing on the specified StandingOnClass if true then it will trigger his own Event, if false nothing happens.

StandingOnClass

Type: class<Actor>


SpeedMultiplicaterTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_SpeedMultiplicaterTrigger (custom)

This trigger can be used in Constructor maps so that players can move around the map quickly if they want to.

Activation Type 
Use
On Activation 
Increases the speed of the instigator.

bIgnoreSecondPress

Type: bool


bNoFallDamage

Type: bool


Default value: True

MultiplicationSpeed

Type: float


Default value: 1.0

UsedMessage

Type: string

Modifiers: localized


Default value: "Your Speed Has Been Increased by"

SetDefaultWeaponList

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_SetDefaultWeaponList (custom)
Activation Type 
Trigger
On Activation 
The specified StartWeaponList will be applied to the DefaultWeapons list in LevelConfigActor.

StartWeaponList

Type: LevelConfigActor.sDefWepList


NoInstigatorTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_NoInstigatorTrigger (custom)

Used to get rid of the instigator so that certain triggers can be triggered without an instigator to be responsible.

Activation Type 
Trigger
On Activation 
Redirects the event but removes the instigator so that it can't be responsible for anything anymore.

NetViewShaker

UT2004 Object >> Actor >> Triggers >> ViewShaker >> LCA_NetViewShaker (custom)

A ViewShaker that works online because bNoDelete is true so that the trigger remains in the map in online games.

Note: A NetworkTrigger is needed for this to work properly online.

Activation Type 
Trigger
On Activation 
The instigator his camera will be shaked.

NetMaterialTrigger

UT2004 Object >> Actor >> Info >> LCA_NetMaterialTrigger (custom)
Activation Type 
Trigger
On Activation 
The material slot of the specified MaterialSwitch(U2, U2XMP, UE2Runtime, UT2003, UT2004) will be incremented, if the end is reached it will start all over again.

MaterialSwitch

Type: MaterialSwitch

Modifiers: editinlineuse


MonsterSpawner

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_MonsterSpawner (custom)
Activation Type 
Trigger, Automatic
On Activation 
Spawns monsters will with specified properties. This can be either automatic by a timer or whenever triggered. A max monsters limit can be set but keep in mind that if you are gonna use more than one MonsterSpawner then please set a unique Tag for each MonsterSpawner.

MaxMonsters

Type: int

Max monsters this actor may spawn.

Default value: 10

MonsterList

Type: array<sMonsterData>

Monster elements.

Default value:

Member Value
MonsterClass Class'skaarjpack.Krall'
MonsterController None
MonsterSize 0.0
Properties
Member Value
PropertyName "ScoringValue"
PropertyValue "5"
Member Value
PropertyName "Health"
PropertyValue "360"

RequiredPlayers

Type: int

Players need before spawning any monsters.

Default value: 1

SpawnEffect

Type: class<Emitter>

Spawned when a monster spawns.

SpawnLocation

Type: ESpawnLocation


SpawnOrder

Type: ESpawnOrder


SpawnTime

Type: float

Amount of time before spawning next monster.

Default value: 35.0

SpawnType

Type: ESpawnType


ESpawnLocation

SL_Self 
Spawn monster at this actor.
SL_PlayerStart 
Spawn monster at a random navigation point.

ESpawnOrder

SO_Ordered 
Start from element one to last and repeat.
SO_Random 
Take a random element to be spawned as next monster.

ESpawnType

ST_Timer 
Spawn when timer ends.
ST_Triggered 
Spawn when triggered.

sMonsterData

class<Monster> MonsterClass 
Monster to spawn.
class<AIController> MonsterController 
Controller which handles how this monster acts.
array<LevelConfigActor.sProperty> Properties 
float MonsterSize 

LocalMessageTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_LocalMessageTrigger (custom)
Activation Type
Touch
On Activation 
Sends a LocalMessage(UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3) to the instigator with the specified Message and other details.

bBeep

Type: bool


Default value: True

bFade

Type: bool


Default value: True

bShowInConsole

Type: bool


LifeTime

Type: int


Default value: 3

Position

Type: sPosition


Default value:

Member Value
X 0.5
Y 0.83

sPosition

float
float

HitCountTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_HitCountTrigger (custom)
Activation Type 
Damage
On Activation 
Triggers his own event whenever the specified HitCount is achieved within the specified HitCountTime.

DamageThreshold

Type: int


DamageTypeLimitor

Type: class<DamageType>


HitCount

Type: int

Number of hits need within the 'HitCountTime'.

Default value: 3

HitCountTime

Type: float

Amount of time available to achieve the 'HitCount'.

Default value: 1.5

GameSpeedModifier

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_GameSpeedModifier (custom)
Activation Type 
Trigger
On Activation 
The game speed will be set to the specified value.

bShowMessage

Type: bool


Default value: True

GameSpeed

Type: float

Modifiers: const


Default value: 1.0

DelayedTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_DelayedTrigger (custom)
Activation Type 
Automatic
On Activation 
Triggers his own event every DelayTime.

bLoop

Type: bool


Default value: True

DelayTime

Type: float


Default value: 1.0

ConditionTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_ConditionTrigger (custom)
Activation Type 
Trigger
On Activation 
All conditions will be tested, if true OnTrueAction will be activated, if false OnFalseAction will be activated.

Conditions

Type: array<LCA_Condition>

Modifiers: editinlinenotify, export

List of conditions the Instigator will be tested against.

OnFalseAction

Type: LCA_ActorAction

Modifiers: editinlinenotify, export

If one of the 'Conditions' is false then this action will be activated if set.

OnTrueAction

Type: LCA_ActorAction

Modifiers: editinlinenotify, export

If all of the 'Conditions' are true then this action will be activated if set.

ComboTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_ComboTrigger (custom)
Activation Type 
Use, Touch
On Activation 
Gives a specific combo to the instigator.

ActivateType

Type: EActivateType


ComboClass

Type: class<Combo>


Default value: Class'XGame.ComboSpeed'

ComboTime

Type: int

Modifiers: const


Default value: 30

EActivateType

AT_Use 
AT_Touch 

ActionTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_ActionTrigger (custom)
Activation Type 
Trigger
On Activation 
All the set actions will be activated.

Actions

Type: array<LCA_ActorAction>

Modifiers: editinlinenotify, export


AccessTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_AccessTrigger (custom)
Activation Type 
Use
On Activation 
A menu will popup for the instigator, where the instigator may try enter a code and then press the Enter button, if the code is correct then the CorrectSnd will be played and the Event will be triggered, if the code is incorrect the IncorrectSnd will be played.

bActivateOnceOnly

Type: bool


CorrectSnd

Type: Sound


Default value: Sound'GeneralAmbience.Beep10'

Description

Type: string


IncorrectSnd

Type: Sound


Default value: Sound'GeneralAmbience.Beep2'