snaggle: functionality questions
Posted: Wed May 16, 2007 12:46 am
would you might looking at the code and explaining the details of Actor >> Triggers >> RedirectionTrigger? the unreal wiki and udn descriptions are pretty thin. either that or i'm just not getting it.
it appears that movers set to InitialState=TriggerAdvance ignore a second trigger (the one that will stop movement) sent by Actor >> Keypoint >> AIScript >> ScriptedSequence >> ScriptedTrigger
on the lines of this second one: if there's a trigger for a mover, TriggerAdvance works. what it's supposed to do is when the trigger is TRUE, it starts the mover. when the trigger is FALSE (you leave the collission, you die, whatever) the mover stops and waits until TRUE again to resume movement. once the mover reaches it's last keypoint, it's done. ScriptedTriggers appear to be unable to stop the mover once it's started.
(the arbitrary limitations of the invasion gametype have become pretty goddam frustrating. of all the things i was SURE we'd be able to do with a simple trigger from the wave notifier, we can do almost none of them... not because it's not enuf to trigger, but because nothing works in invasion as expected)
it appears that movers set to InitialState=TriggerAdvance ignore a second trigger (the one that will stop movement) sent by Actor >> Keypoint >> AIScript >> ScriptedSequence >> ScriptedTrigger
on the lines of this second one: if there's a trigger for a mover, TriggerAdvance works. what it's supposed to do is when the trigger is TRUE, it starts the mover. when the trigger is FALSE (you leave the collission, you die, whatever) the mover stops and waits until TRUE again to resume movement. once the mover reaches it's last keypoint, it's done. ScriptedTriggers appear to be unable to stop the mover once it's started.
(the arbitrary limitations of the invasion gametype have become pretty goddam frustrating. of all the things i was SURE we'd be able to do with a simple trigger from the wave notifier, we can do almost none of them... not because it's not enuf to trigger, but because nothing works in invasion as expected)