Ok, so in UT2004, I want to make a C&C map and want to build an obelisk.
For the zone trigger i tried to put a zone proximity, which will trigger the damage trigger, which wich will trigger the sound effect for the obelisk and the emitter that looks like a lazer.
I failed!
I can't get around of doing this.
help please.
Please help with challenging triggers.
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- 1337 Haxor
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I'm just making sure that our goals match.
You have an obelisk.
If a player nears it, it will damage the player.
While this happens, a laser from the obelisk will strike the player (and it makes sound).
Is this what you had in mind??
You have an obelisk.
If a player nears it, it will damage the player.
While this happens, a laser from the obelisk will strike the player (and it makes sound).
Is this what you had in mind??
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
Yes that's exactelly it.
When you aproach the proximity trigger, it will make a sound to let you know the Obelisk is activated.
Second effect, the proximity trigger will activate the damage trigger in the same area.
Third effect, the damage trigger will activate, causing a second sound and display the lazer effect, which will damage the player within that radius.
So far my attempts of doing this have failed, but I know it's possible to do.
there is just one or more things I'm missing to link it up all together.
When you aproach the proximity trigger, it will make a sound to let you know the Obelisk is activated.
Second effect, the proximity trigger will activate the damage trigger in the same area.
Third effect, the damage trigger will activate, causing a second sound and display the lazer effect, which will damage the player within that radius.
So far my attempts of doing this have failed, but I know it's possible to do.
there is just one or more things I'm missing to link it up all together.
First thing to do is to place any damage volume (physics, pressure, etc...) around the obelisk. Be sure to set the damage per second and the appropriate damage type (So the game will display an appropriate death message instead of "DW>Ant was depressurized")
One thing to check is the volume properties. In Volume--->AssociatedActorTag, give this field a name.
Place a trigger (triggers--->trigger) and place it anywhere near the volume. In this actor's properties, go to events ---> tag. Set this field equal to the volume's AssociatedActorTag so this trigger will cast an event whenever the volume with the matching AssociatedActorTag encounters a player. Also be sure to set the trigger's event property (in events--->event) to a distinguishable name.
Place a triggered condition (Triggers ---> TriggeredCondition) anywhere near the obelisk. In the actor properties in the TriggeredCondition category, set bEnabled = false. bTriggerControled = true. bToggled = false.
In the same actor, go to events--->tag. Make sure the tag property is equal to the trigger's event property. Once the trigger detects a player, this triggered condition will be true until the player leaves.
Place a ScriptedTrigger (found in keypoint ---> AIScript ---> ScriptedSequence ---> ScriptedTrigger) near the origins of the laser emitter. Open the properties, go to AIScript category and follow this sequence:
Wait for event
-ExternalEvent = The Trigger's event name found in Events--->Event.
IfCondition
-TriggeredConditionTag = The Triggered Condition Tag found in Events ---> Tag. It's usually the same as the Trigger's event name.
SpawnActor
-ActorClass = Your emitter class. If you need to know how to create your emitter class. There's a minor tutorial found through this link. Halfway down the topic.
WaitforTimer
-PauseTime = to the total life time range of your emitter. Every time this expires, it will spawn a duplicate emitter until the player leaves the volume.
[s]EndCondition[/s] EndSection
-No subactions....This is so that if the IfCondition is false, the scripted trigger will skip the entire IfCondition. This is the marker where to stop. Just like programming, it's like a giant If statement.
GotoAction
-ActionNumber = 0...Goes back to the beginning, repeating the process.
If you want sound, then you have two options. You can have the emitter have a spawning sound FX (per particle).
-or-
After you spawn your Actor, you may add another action called PlaySound. I'm sure you can take care of the SubActions.
That should do the trick. Let me know if you encounter any problems.
Good luck!
One thing to check is the volume properties. In Volume--->AssociatedActorTag, give this field a name.
Place a trigger (triggers--->trigger) and place it anywhere near the volume. In this actor's properties, go to events ---> tag. Set this field equal to the volume's AssociatedActorTag so this trigger will cast an event whenever the volume with the matching AssociatedActorTag encounters a player. Also be sure to set the trigger's event property (in events--->event) to a distinguishable name.
Place a triggered condition (Triggers ---> TriggeredCondition) anywhere near the obelisk. In the actor properties in the TriggeredCondition category, set bEnabled = false. bTriggerControled = true. bToggled = false.
In the same actor, go to events--->tag. Make sure the tag property is equal to the trigger's event property. Once the trigger detects a player, this triggered condition will be true until the player leaves.
Place a ScriptedTrigger (found in keypoint ---> AIScript ---> ScriptedSequence ---> ScriptedTrigger) near the origins of the laser emitter. Open the properties, go to AIScript category and follow this sequence:
Wait for event
-ExternalEvent = The Trigger's event name found in Events--->Event.
IfCondition
-TriggeredConditionTag = The Triggered Condition Tag found in Events ---> Tag. It's usually the same as the Trigger's event name.
SpawnActor
-ActorClass = Your emitter class. If you need to know how to create your emitter class. There's a minor tutorial found through this link. Halfway down the topic.
WaitforTimer
-PauseTime = to the total life time range of your emitter. Every time this expires, it will spawn a duplicate emitter until the player leaves the volume.
[s]EndCondition[/s] EndSection
-No subactions....This is so that if the IfCondition is false, the scripted trigger will skip the entire IfCondition. This is the marker where to stop. Just like programming, it's like a giant If statement.
GotoAction
-ActionNumber = 0...Goes back to the beginning, repeating the process.
If you want sound, then you have two options. You can have the emitter have a spawning sound FX (per particle).
-or-
After you spawn your Actor, you may add another action called PlaySound. I'm sure you can take care of the SubActions.
That should do the trick. Let me know if you encounter any problems.
Good luck!
Last edited by DW_Ant on Thu Oct 22, 2009 3:54 pm, edited 1 time in total.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
Oops. Yeah that's suppose to be EndSection.
I should really open the editor when I type these up. Let me know if you spot any more errors.
I should really open the editor when I type these up. Let me know if you spot any more errors.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
Yeah, tried it again and still nothing.
The physics volume wont even work on it's own.
it doesn't do any damage to the player at all, sounds are not emitted and neither is the visual emitter.
Nothing seems to work.
I followed every step, and still I'm getting it wrong.
The physics volume wont even work on it's own.
it doesn't do any damage to the player at all, sounds are not emitted and neither is the visual emitter.
Nothing seems to work.
I followed every step, and still I'm getting it wrong.
The damage wont work due to an error of the volume's properties.Nelsoncarmo26 wrote:Yeah, tried it again and still nothing.
The physics volume wont even work on it's own.
it doesn't do any damage to the player at all, sounds are not emitted and neither is the visual emitter.
Open your physicsVolume properties ---> go to physics:
bPainCausing = true
DamagePerSecond = some int value
If this volume is overlapping with some other volume, make sure the physic's volume's priority number is higher than the other volume. When two volumes intersect, the volume with the high priority wins.
The emitter won't work due to either by error in emitter class or by set of triggers. Since this has multiple places in which may cause this error, we must run a few tests.
Go to the trigger's properties. Go to trigger. In message, type in any message in this field...Something like "Player Proximity Detected" will do.
When you run to the obelisk, this message should appear every time you enter the volume. If you don't see the message, the trigger is messed up. It's not even triggering an event if this is the case.
Open the scripted trigger properties:
At the WaitforTimer action line to the right (under SpawnActor), hit insert. In the blank action between WaitForTimer and SpawnAction, make this action DisplayMessage. In the message field, type in "Emitter Spawned!" When this message doesn't appear whenever the emitter is suppose to spawn, then we know that there's an error in either your TriggeredCondition or your ScriptedTrigger.
If the message does show, then you know that the emitter is screwed up and the triggers are working fine. Let me know how your test results went.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
Ok, I got the sound amd emitter, and both messages.
Problems:
The emitter does not fade out and reappear, it stays.
Still no damage is caused.
I'm confused, shouldn't the volume cause damage, regardless of the trigger working or not?!
Now I'm lost, now I'm gonne.
It's like going back to the begining. :sdull:
Here is the layout.

[youtube]http://www.youtube.com/watch?v=VcjDl8aGKTQ[/youtube]
One more thing Ant, is it possible for the emitter to target the exact location of the player? so it looks like ut's the actuall lazer that's doing the damage.
Problems:
The emitter does not fade out and reappear, it stays.
Still no damage is caused.
I'm confused, shouldn't the volume cause damage, regardless of the trigger working or not?!
Now I'm lost, now I'm gonne.
It's like going back to the begining. :sdull:
Here is the layout.

[youtube]http://www.youtube.com/watch?v=VcjDl8aGKTQ[/youtube]
One more thing Ant, is it possible for the emitter to target the exact location of the player? so it looks like ut's the actuall lazer that's doing the damage.