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HitmanVp
7th Dec 2005, 07:07 PM
what actor would i use to kill someone with a trigger? I want to be able to kill a person by pushing a button. Also i have a ghost trigger. I deleted the trigger, but for some reason whenever you get close to where it used to be, it displays the message that used to be displayed when you activated the trigger.

Thanks

Phopojijo
7th Dec 2005, 10:01 PM
I believe you'd just call modifyplayer() and target the pawn in question to die (health=0 maybe?)

HitmanVp
7th Dec 2005, 11:16 PM
no i want them to die when they are in a certain area. I found the actor i need to make someone die. I used the SpawnProjectile actor. Now my problem is that for one, i cant seem to expand the radius of the action. Its jsut a depressurization actor, but it only works when your standing right on top of it. Its inside a small room, like 256X256, the collision and radius are both set to 512, unless i stand on the actor itself, it wont kill the player.

WHY?

Phopojijo
8th Dec 2005, 12:08 AM
no i want them to die when they are in a certain area. I found the actor i need to make someone die. I used the SpawnProjectile actor. Now my problem is that for one, i cant seem to expand the radius of the action. Its jsut a depressurization actor, but it only works when your standing right on top of it. Its inside a small room, like 256X256, the collision and radius are both set to 512, unless i stand on the actor itself, it wont kill the player.

WHY?From what I understand from BIA -- you could just use a volume which kills its inhabitants using ModifyPlayer... or possibly another function.

Hazel.H
8th Dec 2005, 12:16 PM
Can you use a scripted trigger? You'd probably need 2 triggers and a ScriptedTrigger like this...

Trigger (kill zone)
Tag = togglekillzone
Event = killplayer
Object > InitialState = OtherTriggerToggles
Trigger > bInitiallyActive = False

Trigger (button)
Event = togglekillzone
You could set it to bTriggerOnceOnly or use a mover to control the kill zone being enabled or disabled, depends what you're making really.

ScriptedTrigger
Add these actions under AIScript:
WaitforEvent = killplayer
KillInstigator
GotoAction = 0

With that setup, every time a player runs into the killzone trigger while it's enabled, they should die. Hope this helps :)