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UE1:SpecialEvent (UT)

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UT Object >> Actor >> Triggers >> SpecialEvent
Package: 
Engine
This class in other games:
RTNP, U1, U2, UE2Runtime, U2XMP

Special events can be used to display messages and one of the following actions:

To select the type of additional action, set the Object -> InitialState property to the desired state.

Properties

Property group 'SpecialEvent'

bBroadcast

Type: bool

If set to True, the Message will not only be sent to the player who activated the SpecialEvent, but also to all other players. The message string will be displayed in the middle of the HUD in a large blue font when broadcasted.

bPlayerViewRot

Type: bool

(unused)

Damage

Type: int

The amount of damage to apply in DamageInstigator state.

DamageString

Type: string

Modifiers: localized

The death message for DamageInstigator and KillInstigator states. Requires the DamageType to be 'SpecialDamage'.

DamageType

Type: name

The damage type for DamageInstigator and KillInstigator states. This determines the death message and possibly other effects. 'SpecialDamage' will allow you to specify a DamageString to use as death message. See damage types for other damage type names with special meaning.

Message

Type: string

Modifiers: localized

The message to display when this SpecialEvent is triggered.

Sound

Type: Sound

The sound effect to play in PlaySoundEffect and PlayersPlaySoundEffect states.

Default values

Property Value
Texture Texture'Engine.S_SpecialEvent'

Events

Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger

Displays the Message to the EventInstigator or broadcasts it to all players, depending on the value of bBroadcast.

States

DamageInstigator

In this state, the SpecialEvent damages the player triggering it in addition to displaying the specified message.

DamageInstigator.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Trigger (global)

In addition to the global Trigger event's effect, also applies damage to the EventInstigator.

DisplayMessage

This state actually doesn't change the behavior of the SpecialEvent. It is exactly the same as if 'None' was selected as initial state, but the mapper's intend might be more obvious if this state is selected instead of 'None'.

KillInstigator

In this state the SpecialEvent instantly kills the player triggering it in addition to displaying the specified message.

KillInstigator.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Trigger (global)

In addition to the global Trigger event's effect, also kills the EventInstigator.

PlayAmbientSoundEffect

In this state the SpecialEvent sets the triggering player's AmbientSound it in addition to displaying the specified message.

PlayAmbientSoundEffect.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Trigger (global)

In addition to the global Trigger event's effect, also sets the EventInstigator AmbientSound to this SpecialEvent's AmbientSound.

PlayerPath

Sends the triggering player on an interpolation path whose InterpolationPoints have the same Tag as this SpecialEvent's Event value. This only works offline, though.

PlayerPath.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Trigger (global)

If offline and triggered by a player, the player is set up to follow the specified interpolation path.

PlayersPlaySoundEffect

Globally plays a sound effect for all players it in addition to displaying the specified message.

PlayersPlaySoundEffect.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Trigger (global)

Plays the sound effect for all players.

PlaySoundEffect

Plays a sound effect at the SpecialEvent's location it in addition to displaying the specified message.

PlaySoundEffect.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Trigger (global)

Plays the sound effect for the SpecialEvent.