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Trigger Help

Posted: Tue Feb 23, 2010 12:28 pm
by Dynadin
Ok. I had a look at a thread from October that was Ant helping Nelson make a pillar that shoots people. I kind of want something like that but ... different. I will explain what I mean.

You have a hole in the ground, you can jump over it with no problems.

Someone presses a button and a fire starts from the hole in the floor.

Next time a person jumps over the hole, but this time it will be through fire, they will take damage.

I am sure there is a very simple way to do this that is eluding me but ... I have to learn somewhere XD

Re: Trigger Help

Posted: Tue Feb 23, 2010 1:22 pm
by DW_Ant
Ah, VolumeTriggers is something you want to look at. I'm really tired at the moment to refreshen my mind about this actor, but you can find some examples in DM-Flight (where the upper ship starts burning or when the vent covers are blown up by C4) or in Absolute Hell (when the meteors crash, it toggles the damage volume for that second).

If you don't feel like searching/downloading, later tonight I'll go with you step-by-step.

Re: Trigger Help

Posted: Tue Feb 23, 2010 2:30 pm
by Dynadin
I'm afraid DM-Flight is *file missing* in my cache annoyingly so I don't have access to it. A step by step guide would be very useful. Thanks!

Dyna

Re: Trigger Help

Posted: Tue Feb 23, 2010 8:54 pm
by DW_Ant
Okay, this is easier than I remembered.
First trigger some event (either by scripted trigger, usetrigger, proximity trigger, or any other actor that causes events). For this example, I'll set the event name to: EventTriggered
Place a volume trigger actor anywhere near your volume (so you know this actor is associated with this volume)
In the volume trigger's properties. Set the Events ---> tag property equal to the event called (this example, it'll be EventTriggered)
Now that the actor heard an event, it will now trigger a new event whatever may be set in events--->event. This example will be DamageVolumeToggle

Now create any physics volume. Set the volume's tag (events ---> tag equal to DamageVolumeToggle).
When this event is heard, the volume will toggle the bCausePain property (making false switch to true and vise versa).

It doesn't modify the DamagePerSecond and DamageType so you'll have to initialize those properties.

Hope this helps.

Re: Trigger Help

Posted: Wed Feb 24, 2010 2:16 am
by Dynadin
Thanks very much. I shall try that later today and see how it goes :)

EDIT: That works fine. I was wondering if you could help me with something else of a similar nature.

I have a point that you shoot to cause a pipe to move into a certain place.

I was wondering how you, once you have shot that point, make a jet of steam appear in an area down the pipe and when people walk through that they take damage.

I thought I could use a scripted trigger for it.
WaitForEvent: the mover
TriggerEvent: a proximity trigger

The prox trigger is then enabled, which activates the volume trigger, which activates the damage volume.

The Prox trigger however isn't activated. (I'm trying to get the damage working before putting the emitter in.)

I hope that makes sense XD

EDIT: I got it working ... I was being an utter idiot. Forgot to change InitalState to other trigger turns on XD

Re: Trigger Help

Posted: Wed Feb 24, 2010 11:25 am
by DW_Ant
Dynadin wrote:I was wondering how you, once you have shot that point, make a jet of steam appear in an area down the pipe and when people walk through that they take damage.
Or you could just use a trigger (in triggers ---> trigger) & change the trigger type from PlayerProximity to TT_Shoot. Be also sure to adjust the collision cylinder to the proper size.

Note: This method cannot have a threshold, so anything that causes 1 damage will trigger this I believe.

Re: Trigger Help

Posted: Wed Feb 24, 2010 2:15 pm
by Dynadin
DW_Ant wrote:
Dynadin wrote:I was wondering how you, once you have shot that point, make a jet of steam appear in an area down the pipe and when people walk through that they take damage.
Or you could just use a trigger (in triggers ---> trigger) & change the trigger type from PlayerProximity to TT_Shoot. Be also sure to adjust the collision cylinder to the proper size.

Note: This method cannot have a threshold, so anything that causes 1 damage will trigger this I believe.
Yup. I have it set to shoot, though I think I shall up the damage from 1 when making it ... player DB and mobs and all :P