The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
Difference between revisions of "Legacy:Killing Without Gibbing"
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We add three different actions in its properties under AIScript. | We add three different actions in its properties under AIScript. | ||
− | *[0 | + | *[0 [[Legacy:ACTION_WaitForEvent|ACTION_WaitForEvent]] -> "KillMePlease" (Same as the trigger's event) |
*[1] [[Legacy:ACTION_KillInstigator|ACTION_KillInstigator]]. Set its [[Legacy:DamageType|DamageType]] too. | *[1] [[Legacy:ACTION_KillInstigator|ACTION_KillInstigator]]. Set its [[Legacy:DamageType|DamageType]] too. | ||
*[2] [[Legacy:ACTION_GotoAction|ACTION_GotoAction]] [0] (so it works more than once) | *[2] [[Legacy:ACTION_GotoAction|ACTION_GotoAction]] [0] (so it works more than once) | ||
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==Related Topics== | ==Related Topics== | ||
* [[Legacy:ScriptedAction|ScriptedAction]] has a full list of actions. | * [[Legacy:ScriptedAction|ScriptedAction]] has a full list of actions. | ||
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− | == | + | ==Comments== |
'''MythOpus:''' Should we combine this with scripted trigger or something about the scripted actions? | '''MythOpus:''' Should we combine this with scripted trigger or something about the scripted actions? | ||
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'''Enos Shenk:''' I looked and looked on how to do this for a map and found it here. God bless the wiki. | '''Enos Shenk:''' I looked and looked on how to do this for a map and found it here. God bless the wiki. | ||
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[[Category:Legacy To Do|{{PAGENAME}}]] | [[Category:Legacy To Do|{{PAGENAME}}]] | ||
[[Category:Legacy Tutorial|{{PAGENAME}}]] | [[Category:Legacy Tutorial|{{PAGENAME}}]] |
Revision as of 00:38, 30 April 2004
How to kill pawns without gibbing them, i.e. instead of using a physicsvolume.
First add a normal Trigger to your map. Set the Event -> Event = "KillMePlease".
Turn on radii view to see the trigger radius of the trigger. If you need to kill in a very wide radius (for instance when pawn fall to their doom), change the Collision -> CollisionRadius. With radii view you can easely see how far it reaches. What's better when a really large aera has to be covered is putting in multiple triggers with a smaller radius.
We need a ScriptedTrigger (Keypoint -> AIScript -> ScriptedSequence -> ScriptedTrigger).
We add three different actions in its properties under AIScript.
- [0 ACTION_WaitForEvent -> "KillMePlease" (Same as the trigger's event)
- [1] ACTION_KillInstigator. Set its DamageType too.
- [2] ACTION_GotoAction [0] (so it works more than once)
And that's all there is too it. Everytime someone activates the trigger it will kill the pawn that did it. Great for some nice ragdoll-falls-through-and-over-beams deads.
Mr. SlackPants.
Related Topics
- ScriptedAction has a full list of actions.
Comments
MythOpus: Should we combine this with scripted trigger or something about the scripted actions?
Tarquin: I'm actually pondering going the other way and moving Slick's tutorial out from the ScriptedSeq page into a page of its own. :D Let's see what other people think :) One thing I'm fairly sure of: we need to write an Add an action basic procedure page. <- Category:Legacy To Do
Enos Shenk: I looked and looked on how to do this for a map and found it here. God bless the wiki.