I don't need to test my programs. I have an error-correcting modem.
Legacy:Killing Without Gibbing
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.
SabbathCat Is there a way to adapt it so that if the instigator is falling, to tell if he/she was pushed? One advantage that falling volumes have over a trigger is that they will award a frag to the player who pushed another over the edge, and also broadcast a third kill message as opposed to the normal two suicide messages.