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
Property group 'Trigger'
bInitiallyActive
Type: bool
Default value: True
bNoProximityReticle
Type: bool
bTriggerOnceOnly
Type: bool
ClassProximityType
ClassProximityTypes
NEW (mdf) use if more than 1
DamageThreshold
Type: float
minimum damage to trigger if TT_Shoot
Description
Type: string
Modifiers: localized
InstigatorTag
Type: name
Message
Type: string
Modifiers: localized
RepeatTriggerTime
Type: float
if > 0, repeat trigger message at this interval is still touching other
ReTriggerDelay
Type: float
minimum time before trigger can be triggered again
TriggerDamageType
Type: class<DamageType>
Default value: Class'Engine.DamageType'
TriggerType
Type: ETriggerType
UseDistance
Type: float
max distance at which TT_Use triggers can be used
Internal variables
bSavedInitialActive
Type: bool
bSavedInitialCollision
Type: bool
TriggerActor
Type: Actor
actor that triggers this trigger
TriggerActor2
Type: Actor
TriggerTime
Type: float
Default values
Property | Value |
---|---|
InitialState | 'NormalTrigger' |
Texture | Texture'Engine.S_Trigger' |
Enums
ETriggerType
- 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
Events
Destroyed
Overrides: Actor.Destroyed
PostBeginPlay
Overrides: Actor.PostBeginPlay
SpecialHandling
Overrides: Actor.SpecialHandling
Timer
Overrides: Actor.Timer
Touch
Overrides: Actor.Touch
UnTouch
Overrides: Actor.UnTouch
Other instance functions
CheckTouchList
FindTriggerActor
GetDescription
Overrides: Actor.GetDescription
GetInitiallyActive
IsRelevant
IsUsable
Overrides: Actor.IsUsable
OnUnuse
Overrides: Actor.OnUnuse
OnUse
Overrides: Actor.OnUse
Reset
Overrides: Actor.Reset
ReTriggerDelayTimer
SetInitiallyActive
TakeDamage
Overrides: Actor.TakeDamage
States
NormalTrigger
OtherTriggerToggles
OtherTriggerToggles.Trigger
Overrides: Actor.Trigger (global)
OtherTriggerTurnsOff
OtherTriggerTurnsOff.Trigger
Overrides: Actor.Trigger (global)
OtherTriggerTurnsOn
OtherTriggerTurnsOn.Trigger
Overrides: Actor.Trigger (global)