I don't need to test my programs. I have an error-correcting modem.

UE2:Trigger (UT2003)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2003 Object >> Actor >> Triggers >> Trigger
Package: 
Engine
Direct subclasses:
TeamTrigger, ZoneTrigger
This class in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2004, UDK, UT3

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

bTriggerOnceOnly[edit]

Type: bool


ClassProximityType[edit]

Type: class<Actor>


DamageThreshold[edit]

Type: float


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

TriggerType[edit]

Type: ETriggerType


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 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 
Trigger is activated by player shooting it.
TT_HumanPlayerProximity 
Trigger activated by human player (not bot)

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


SpecialHandling[edit]

event Actor SpecialHandling (Pawn Other)

Overrides: Actor.SpecialHandling


TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Actor.TakeDamage


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Touch[edit]

event Touch (Actor Other)

Overrides: Actor.Touch


UnTouch[edit]

event UnTouch (Actor Other)

Overrides: Actor.UnTouch


Other instance functions[edit]

CheckTouchList[edit]

function CheckTouchList ()


FindTriggerActor[edit]

function FindTriggerActor ()


IsRelevant[edit]

function bool IsRelevant (Actor Other)


Reset[edit]

function Reset ()

Overrides: Actor.Reset


States[edit]

NormalTrigger[edit]

OtherTriggerToggles[edit]

OtherTriggerToggles.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


OtherTriggerTurnsOff[edit]

OtherTriggerTurnsOff.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


OtherTriggerTurnsOn[edit]

OtherTriggerTurnsOn.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)