User:Eliot/LevelConfigManager/Triggers
This article explains every Trigger
()found in the LevelConfigManager mapping tool.
WeaponGiver
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Object >> Actor >> Triggers >> LCA_Triggers >> LCA_WeaponGiver (custom) |
- Activation Type
- Trigger
- On Activation
- The set WeaponsToAdd will be given to the instigator.
WeaponsToAdd
Type: LevelConfigActor.sDefWepList
TriggerDelayTrigger
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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
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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
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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
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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
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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
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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() will be incremented, if the end is reached it will start all over again.
Property group 'LCA_NetMaterialTrigger'
MaterialSwitch
Type: MaterialSwitch
Modifiers: editinlineuse
MonsterSpawner
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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 |
|
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
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
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Object >> Actor >> Triggers >> LCA_Triggers >> LCA_LocalMessageTrigger (custom) |
- Activation Type
- Touch
- On Activation
- Sends a LocalMessage() 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
HitCountTrigger
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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
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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
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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
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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
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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
Default value: Class'XGame.ComboSpeed'
ComboTime
Type: int
Modifiers: const
Default value: 30
Enums
EActivateType
- AT_Use
- AT_Touch
ActionTrigger
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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
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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'