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Disabling Scripted Trigger and Path Nodes
Posted: Thu Mar 18, 2010 10:06 am
by Dynadin
Basically what it says on the tin. I have a scripted trigger which makes certain actions occur on certain waves. I have a button that I press which activates another scripted trigger. Is there any command in a scripted trigger that can disable another scripted trigger and disable certain path nodes?
Thanks
Dyna
Re: Disabling Scripted Trigger and Path Nodes
Posted: Thu Mar 18, 2010 1:51 pm
by DW_WailofSuicide
What exactly is your objective in disabling the path nodes - Preventing monsters from spawning there or preventing them from pathing there?
Re: Disabling Scripted Trigger and Path Nodes
Posted: Thu Mar 18, 2010 2:22 pm
by DW_BrainPan
The short answer is "no", there is no single command to do what you want. You may be able to accomplish it though with several actions (at least the script disabling part - I'm not so sure about the path nodes). I would need more info as to what each script does and when/how they are started and need to be disabled.
My initial thought would be to have the script that needs to be disabled run a check for a trigger from the disabling script, and if it gets the trigger from that script it stops. You would need to set up an IFCONDITION checking for an event from the disabling script, and if it is found you could LEAVESEQUENCE, if not the script would continue (and loop).
Re: Disabling Scripted Trigger and Path Nodes
Posted: Fri Mar 19, 2010 2:28 am
by Dynadin
I suppose it would have been a good idea for me to say what the hell it does XD
Ok. The first scripted trigger merely activates movers and global messages each wave. I want to be able to press a button, the movers stop moving each wave, the global messages on each wave to stop. As for the pathnode bit, the level will change shape, so I don't exactly wante pathnodes where the level has changed, so I was wondering if you could disable them. (In a few places it would cause monsters to spawn where you couldn't get to them.)
If you can't I'll find a work around but as my knowledge of UnrealEd is limited I thought I would ask :)
Re: Disabling Scripted Trigger and Path Nodes
Posted: Fri Mar 19, 2010 5:57 am
by DW_Ant
Oh I haven't worked with Triggered Conditions in awhile.
An actor you could try out is called the TriggeredCondition actor.
Do the following:
If you want the scripted triggered to be available at the beginning then toggled off, then
Set enabled to true
set toggled to true
set triggeredControled to false
Course set the tag for this triggered condition, too
Now for the scripted trigger, simply
wait for event
-your event triggered
IfCondition
-Tag of TriggeredCondition actor (basically if this actor says true, then it goes to the next action)
Here is where you do your actions
After your actions
EndSection (If false, the triggered condition will jump to the following action here. If true, then it'll execute all of the actions above, then the actions down here)
GoToAction
-0 (assuming you want to loop this trigger)
Now to set the TriggeredCondition to false, you just have to trigger the event equal to the name of this actor (toggling the enabled property)
Now if you want this scripted trigger to be disabled first then enabled, all you have to do is set TriggeredCondition's Enabled to false.
It's really late in the morning for me. I'm sure something could be inaccurate (specially spelling) so map at your own risk ;)
Let me know if it helps though.
For the pathnodes, you can't change the pathing dynamically while the match progresses, but in terms of spawning monsters, Choco did said it was possible to create a triggered pathnode, but code will be required. I haven't looked into it though, but I might get around to it eventually. But sleep is needed first.
Re: Disabling Scripted Trigger and Path Nodes
Posted: Fri Mar 19, 2010 12:45 pm
by Dynadin
I'm away from home this weekend but I will give it a try on Monday. Thanks for the reply :)
Re: Disabling Scripted Trigger and Path Nodes
Posted: Mon Mar 22, 2010 3:49 am
by Dynadin
Worked perfectly. I'm skipping the disabling nodes for the time being, I'll work around it XD