Always snap to grid
UE2:Trigger (U2XMP)
Contents
- 1 Properties
- 1.1 Property group 'Trigger'
- 1.1.1 bInitiallyActive
- 1.1.2 bNoProximityReticle
- 1.1.3 bTriggerOnceOnly
- 1.1.4 ClassProximityType
- 1.1.5 ClassProximityTypes
- 1.1.6 DamageThreshold
- 1.1.7 Description
- 1.1.8 InstigatorTag
- 1.1.9 Message
- 1.1.10 RepeatTriggerTime
- 1.1.11 ReTriggerDelay
- 1.1.12 TriggerDamageType
- 1.1.13 TriggerType
- 1.1.14 UseDistance
- 1.2 Internal variables
- 1.3 Default values
- 1.1 Property group 'Trigger'
- 2 Enums
- 3 Functions
- 4 States
- Package:
- Engine
- Direct subclasses:
- AlarmTrigger, CommandTrigger, PhysicsTrigger, CountdownTrigger, SoundDispatcher, DestroyTrigger, DialogTrigger, DoorTrigger, EarthquakeTrigger, ElevatorTrigger, EndLevelTrigger, GameOverTrigger, ZoneTrigger, LightTrigger, ProjectileTrigger, ScriptTrigger, ShakeTrigger, SpeakerTrigger, StageTrigger, SwapTrigger, TimedTrigger
- This class in other games:
- RTNP, U1, UT, UT2003, UE2Runtime, U2, UT2004, UT3, UDK
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Trigger: senses things happening in its proximity and generates sends Trigger/UnTrigger to actors whose names match 'EventName'.
Properties[edit]
Property group 'Trigger'[edit]
bInitiallyActive[edit]
Type: bool
Default value: True
bNoProximityReticle[edit]
Type: bool
bTriggerOnceOnly[edit]
Type: bool
ClassProximityType[edit]
ClassProximityTypes[edit]
NEW (mdf) use if more than 1
DamageThreshold[edit]
Type: float
minimum damage to trigger if TT_Shoot
Description[edit]
Type: string
Modifiers: localized
InstigatorTag[edit]
Type: name
Message[edit]
Type: string
Modifiers: localized
RepeatTriggerTime[edit]
Type: float
if > 0, repeat trigger message at this interval is still touching other
ReTriggerDelay[edit]
Type: float
minimum time before trigger can be triggered again
TriggerDamageType[edit]
Type: class<DamageType>
Default value: Class'Engine.DamageType'
TriggerType[edit]
Type: ETriggerType
UseDistance[edit]
Type: float
max distance at which TT_Use triggers can be used
Internal variables[edit]
bSavedInitialActive[edit]
Type: bool
bSavedInitialCollision[edit]
Type: bool
TriggerActor[edit]
Type: Actor
actor that triggers this trigger
TriggerActor2[edit]
Type: Actor
TriggerTime[edit]
Type: float
Default values[edit]
Property | Value |
---|---|
InitialState | 'NormalTrigger' |
Texture | Texture'Engine.S_Trigger' |
Enums[edit]
ETriggerType[edit]
- 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
Functions[edit]
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
SpecialHandling[edit]
Overrides: Actor.SpecialHandling
Timer[edit]
Overrides: Actor.Timer
Touch[edit]
Overrides: Actor.Touch
UnTouch[edit]
Overrides: Actor.UnTouch
Other instance functions[edit]
CheckTouchList[edit]
FindTriggerActor[edit]
GetDescription[edit]
Overrides: Actor.GetDescription
GetInitiallyActive[edit]
IsRelevant[edit]
IsUsable[edit]
Overrides: Actor.IsUsable
OnUnuse[edit]
Overrides: Actor.OnUnuse
OnUse[edit]
Overrides: Actor.OnUse
Reset[edit]
Overrides: Actor.Reset
ReTriggerDelayTimer[edit]
SetInitiallyActive[edit]
TakeDamage[edit]
Overrides: Actor.TakeDamage
States[edit]
NormalTrigger[edit]
OtherTriggerToggles[edit]
OtherTriggerToggles.Trigger[edit]
Overrides: Actor.Trigger (global)
OtherTriggerTurnsOff[edit]
OtherTriggerTurnsOff.Trigger[edit]
Overrides: Actor.Trigger (global)
OtherTriggerTurnsOn[edit]
OtherTriggerTurnsOn.Trigger[edit]
Overrides: Actor.Trigger (global)