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User:Eliot/LevelConfigManager/Triggers

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< User:Eliot‎ | LevelConfigManager
Revision as of 10:33, 16 August 2010 by Eliot (Talk | contribs) (Created page with 'This article explains every {{classgames|Trigger}} found in the '''LevelConfigManager''' mapping tool. ==WeaponGiver== {{infobox class | class = LCA_WeaponGiver | game = UT2004 …')

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This article explains every Trigger(RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK, UT3) found in the LevelConfigManager mapping tool.

WeaponGiver

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_WeaponGiver (custom)

Contents

Activation Type 
Trigger
On Activation 
The set WeaponsToAdd will be given to the instigator.

WeaponsToAdd

Type: LevelConfigActor.sDefWepList

TriggerDelayTrigger

UT2004 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


UT2004 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

Type: class<Actor>


SpeedMultiplicaterTrigger

UT2004 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.

Property group 'LCA_SpeedMultiplicaterTrigger'

bIgnoreSecondPress

Type: bool


bNoFallDamage

Type: bool


Default value: True

MultiplicationSpeed

Type: float


Default value: 1.0

Property group 'Message'

UsedMessage

Type: string

Modifiers: localized


Default value: "Your Speed Has Been Increased by"

SetDefaultWeaponList

UT2004 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.

Property group 'LCA_SetDefaultWeaponList'

StartWeaponList

Type: LevelConfigActor.sDefWepList


NoInstigatorTrigger

UT2004 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

UT2004 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

UT2004 Object >> Actor >> Info >> LCA_NetMaterialTrigger (custom)
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.

Property group 'LCA_NetMaterialTrigger'

MaterialSwitch

Type: MaterialSwitch

Modifiers: editinlineuse


MonsterSpawner

UT2004 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.

Property group 'LCA_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
Member Value
PropertyName "ScoringValue"
PropertyValue "5"
Member Value
PropertyName "Health"
PropertyValue "360"

RequiredPlayers

Type: int

Players need before spawning any monsters.

Default value: 1

SpawnEffect

Type: class<Emitter>

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


Enums

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.

Structs

sMonsterData

class<Monster> MonsterClass 
Monster to spawn.
class<AIController> MonsterController 
Controller which handles how this monster acts.
array<LevelConfigActor.sProperty> Properties 
float MonsterSize 

LocalMessageTrigger

UT2004 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.

Property group 'Message'

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

Structs

sPosition

float
float

HitCountTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_HitCountTrigger (custom)
Activation Type 
Damage
On Activation 
Triggers his own event whenever the specified HitCount is achieved within the specified HitCountTime.

Property group 'LCA_HitCountTrigger'

DamageThreshold

Type: int


DamageTypeLimitor

Type: class<DamageType>


HitCount

Type: int

Number of hits need within the 'HitCountTime'.

Default value: 3

HitCountTime

Type: float

Amount of time available to achieve the 'HitCount'.

Default value: 1.5

GameSpeedModifier

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_GameSpeedModifier (custom)
Activation Type 
Trigger
On Activation 
The game speed will be set to the specified value.

Property group 'LCA_GameSpeedModifier'

bShowMessage

Type: bool


Default value: True

GameSpeed

Type: float

Modifiers: const


Default value: 1.0

DelayedTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_DelayedTrigger (custom)
Activation Type 
Automatic
On Activation 
Triggers his own event every DelayTime.

Property group 'LCA_DelayedTrigger'

bLoop

Type: bool


Default value: True

DelayTime

Type: float


Default value: 1.0

ConditionTrigger

UT2004 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.

Property group 'LCA_ConditionTrigger'

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

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_ComboTrigger (custom)
Activation Type 
Use, Touch
On Activation 
Gives a specific combo to the instigator.

Property group 'LCA_ComboTrigger'

ActivateType

Type: EActivateType


ComboClass

Type: class<Combo>


Default value: Class'XGame.ComboSpeed'

ComboTime

Type: int

Modifiers: const


Default value: 30

Enums

EActivateType

AT_Use 
AT_Touch 

ActionTrigger

UT2004 Object >> Actor >> Triggers >> LCA_Triggers >> LCA_ActionTrigger (custom)
Activation Type 
Trigger
On Activation 
All the set actions will be activated.

Property group 'LCA_ActionTrigger'

Actions

Type: array<LCA_ActorAction>

Modifiers: editinlinenotify, export


AccessTrigger

UT2004 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.

Property group 'LCA_AccessTrigger'

bActivateOnceOnly

Type: bool


CorrectSnd

Type: Sound


Default value: Sound'GeneralAmbience.Beep10'

Description

Type: string


IncorrectSnd

Type: Sound


Default value: Sound'GeneralAmbience.Beep2'