Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
User:Eliot/LevelConfigManager/Triggers
This article explains every Trigger(RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3) found in the LevelConfigManager mapping tool.
Triggers
WeaponGiver
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_WeaponGiver (custom) |
Contents
- 1 Triggers
- 1.1 WeaponGiver
- 1.2 TriggerDelayTrigger
- 1.3 StandTrigger
- 1.4 SpeedMultiplicaterTrigger
- 1.5 SetDefaultWeaponList
- 1.6 NoInstigatorTrigger
- 1.7 NetViewShaker
- 1.8 NetMaterialTrigger
- 1.9 MonsterSpawner
- 1.10 LocalMessageTrigger
- 1.11 HitCountTrigger
- 1.12 GameSpeedModifier
- 1.13 DelayedTrigger
- 1.14 ConditionTrigger
- 1.15 ComboTrigger
- 1.16 ActionTrigger
- 1.17 AccessTrigger
- Activation Type
- Trigger
- On Activation
- The set WeaponsToAdd will be given to the instigator.
WeaponsToAdd
Type: LevelConfigActor.sDefWepList
TriggerDelayTrigger
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_TriggerDelayTrigger (custom) |
This is a bridge trigger between a stand trigger and a trigger not supporting a ReTriggerDelay feature. e.g. UseTrigger->TriggerDelayTrigger->Something. i.e. The TriggerDelayTrigger will only work if it wasn't triggered for a specified amount of time.
- Activation Type
- Trigger
- On Activation
- A LastTriggerTime test will be done, if the specified TriggerDelay has passed then the trigger will trigger his own Event, if not then nothing happens.
TriggerDelay
Type: float
StandTrigger
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_StandTrigger (custom) |
Can be used in shooting maps e.g. say if theres a moving mover and a target to hit, this target is visible anywhere even if you won't go on the mover and thus the player can cheat it unless this actor is used by the target to check if the instigator is actually standing on that mover.
- Activation Type
- Trigger
- On Activation
- Checks if the instigator is standing on the specified StandingOnClass if true then it will trigger his own Event, if false nothing happens.
StandingOnClass
SpeedMultiplicaterTrigger
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_SpeedMultiplicaterTrigger (custom) |
This trigger can be used in Constructor maps so that players can move around the map quickly if they want to.
- Activation Type
- Use
- On Activation
- Increases the speed of the instigator.
bIgnoreSecondPress
Type: bool
bNoFallDamage
Type: bool
Default value: True
MultiplicationSpeed
Type: float
Default value: 1.0
UsedMessage
Type: string
Modifiers: localized
Default value: "Your Speed Has Been Increased by"
SetDefaultWeaponList
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_SetDefaultWeaponList (custom) |
- Activation Type
- Trigger
- On Activation
- The specified StartWeaponList will be applied to the DefaultWeapons list in LevelConfigActor.
StartWeaponList
Type: LevelConfigActor.sDefWepList
NoInstigatorTrigger
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_NoInstigatorTrigger (custom) |
Used to get rid of the instigator so that certain triggers can be triggered without an instigator to be responsible.
- Activation Type
- Trigger
- On Activation
- Redirects the event but removes the instigator so that it can't be responsible for anything anymore.
NetViewShaker
Object >> Actor >> Triggers >> ViewShaker >> LCA_NetViewShaker (custom) |
A ViewShaker that works online because bNoDelete is true so that the trigger remains in the map in online games.
Note: A NetworkTrigger is needed for this to work properly online.
- Activation Type
- Trigger
- On Activation
- The instigator his camera will be shaked.
NetMaterialTrigger
- Activation Type
- Trigger
- On Activation
- The material slot of the specified MaterialSwitch(U2, U2XMP, UE2Runtime, UT2003, UT2004) will be incremented, if the end is reached it will start all over again.
MaterialSwitch
Type: MaterialSwitch
Modifiers: editinlineuse
MonsterSpawner
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_MonsterSpawner (custom) |
- Activation Type
- Trigger, Automatic
- On Activation
- Spawns monsters will with specified properties. This can be either automatic by a timer or whenever triggered. A max monsters limit can be set but keep in mind that if you are gonna use more than one MonsterSpawner then please set a unique Tag for each MonsterSpawner.
MaxMonsters
Type: int
Max monsters this actor may spawn.
Default value: 10
MonsterList
Type: array<sMonsterData>
Monster elements.
Default value:
Member | Value | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
MonsterClass | Class'skaarjpack.Krall' | ||||||||||||
MonsterController | None | ||||||||||||
MonsterSize | 0.0 | ||||||||||||
Properties |
|
RequiredPlayers
Type: int
Players need before spawning any monsters.
Default value: 1
SpawnEffect
Spawned when a monster spawns.
SpawnLocation
Type: ESpawnLocation
SpawnOrder
Type: ESpawnOrder
SpawnTime
Type: float
Amount of time before spawning next monster.
Default value: 35.0
SpawnType
Type: ESpawnType
ESpawnLocation
- SL_Self
- Spawn monster at this actor.
- SL_PlayerStart
- Spawn monster at a random navigation point.
ESpawnOrder
- SO_Ordered
- Start from element one to last and repeat.
- SO_Random
- Take a random element to be spawned as next monster.
ESpawnType
- ST_Timer
- Spawn when timer ends.
- ST_Triggered
- Spawn when triggered.
sMonsterData
- class<Monster> MonsterClass
- Monster to spawn.
- class<AIController> MonsterController
- Controller which handles how this monster acts.
- array<LevelConfigActor.sProperty> Properties
- float MonsterSize
LocalMessageTrigger
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_LocalMessageTrigger (custom) |
- Activation Type
- Touch
- On Activation
- Sends a LocalMessage(UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3) to the instigator with the specified Message and other details.
bBeep
Type: bool
Default value: True
bFade
Type: bool
Default value: True
bShowInConsole
Type: bool
LifeTime
Type: int
Default value: 3
Position
Type: sPosition
Default value:
Member | Value |
---|---|
X | 0.5 |
Y | 0.83 |
sPosition
HitCountTrigger
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_HitCountTrigger (custom) |
- Activation Type
- Damage
- On Activation
- Triggers its own event whenever the specified HitCount is reached within the specified HitCountTime.
DamageThreshold
Type: int
The minimum individual hit damage necessary to trigger a hit.
DamageTypeLimitor
Type: class<DamageType>
The type of damage necessary to trigger a hit.
HitCount
Type: int
The amount of hits required within the specified 'HitCountTime' necessary to trigger it self.
Default value: 3
HitCountTime
Type: float
The available amount of time player(s) got, to reach the 'HitCount' limit.
Default value: 1.5
GameSpeedModifier
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_GameSpeedModifier (custom) |
- Activation Type
- Trigger
- On Activation
- The game speed will be set to the specified value.
bShowMessage
Type: bool
Default value: True
GameSpeed
Type: float
Modifiers: const
Default value: 1.0
DelayedTrigger
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_DelayedTrigger (custom) |
- Activation Type
- Automatic
- On Activation
- Triggers his own event every DelayTime.
bLoop
Type: bool
Default value: True
DelayTime
Type: float
Default value: 1.0
ConditionTrigger
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_ConditionTrigger (custom) |
- Activation Type
- Trigger
- On Activation
- All conditions will be tested, if true OnTrueAction will be activated, if false OnFalseAction will be activated.
Conditions
Type: array<LCA_Condition>
Modifiers: editinlinenotify, export
List of conditions the Instigator will be tested against.
OnFalseAction
Type: LCA_ActorAction
Modifiers: editinlinenotify, export
If one of the 'Conditions' is false then this action will be activated if set.
OnTrueAction
Type: LCA_ActorAction
Modifiers: editinlinenotify, export
If all of the 'Conditions' are true then this action will be activated if set.
ComboTrigger
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_ComboTrigger (custom) |
- Activation Type
- Use, Touch
- On Activation
- Gives a specific combo to the instigator.
ActivateType
Type: EActivateType
ComboClass
Default value: Class'XGame.ComboSpeed'
ComboTime
Type: int
Modifiers: const
Default value: 30
EActivateType
- AT_Use
- AT_Touch
ActionTrigger
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_ActionTrigger (custom) |
- Activation Type
- Trigger
- On Activation
- All the set actions will be activated.
Actions
Type: array<LCA_ActorAction>
Modifiers: editinlinenotify, export
AccessTrigger
Object >> Actor >> Triggers >> LCA_Triggers >> LCA_AccessTrigger (custom) |
- Activation Type
- Use
- On Activation
- A menu will popup for the instigator, where the instigator may try enter a code and then press the Enter button, if the code is correct then the CorrectSnd will be played and the Event will be triggered, if the code is incorrect the IncorrectSnd will be played.
bActivateOnceOnly
Type: bool
CorrectSnd
Type: Sound
Default value: Sound'GeneralAmbience.Beep10'
Description
Type: string
IncorrectSnd
Type: Sound
Default value: Sound'GeneralAmbience.Beep2'