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Old 20th Dec 2003, 08:53 AM   #1
Pedro Brito
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Triggers

How do I make a trigger that would only be activated when a combination of triggers are set off in a specific order?
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Old 20th Dec 2003, 12:17 PM   #2
tarquin
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In UT1, you'd use a CodeMaster: http://wiki.beyondunreal.com/wiki/CodeMaster

AFAIK there is no equivalent in UT2003.
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Old 23rd Dec 2003, 08:12 PM   #3
Angel_Mapper
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Shouldn't be too hard to code.
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Old 24th Dec 2003, 03:41 PM   #4
chip
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you could try using a series of Action_IFCONDITIONs set up in a ScriptedTrigger or set of ScriptedTriggers -- not as elegant as dedicated code but maybe easier if you don't have Unreal Script experience.

Search the Unreal Wiki for "Action_IFCONDITION" for some info on their use.
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Old 5th Jan 2004, 04:55 PM   #5
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Quote:
Originally Posted by Pedro Brito
How do I make a trigger that would only be activated when a combination of triggers are set off in a specific order?
I just looked at the Wiki reference, and CodeMaster also requires elevator movers, which are, in my experience, it's incompatible with normal triggers, although it does sound like the CodeMaster event is a normal one.

Of course, almost everything about this game has to be found out by experiment, so anything I say could have missed few thousand possibilities. I am talking UED1/u1/UT here BTW... I recently took about 30 hours of experimentation to get something to work.

What might work, and be easier, within my experience, is use a gradual mover as a state machine. It doesn't have to be visible and it doesn't have to move, except maybe temporarily so you can see what's happening. However, there's no way to reset it, many aspects of the gradual being a mystery to apparently all (even Lode). Activating wrong triggers would not make one start from the beginning, it would just wait for the right one for its current state. In other words, if the player needed to hit 1-2-3, then 2313113313212213 would fire it also (third triggering =1, #11=2, #16=3). The fourth state would produce the needed trigger; if the last, then it will go back to state 1 automatically after the Open Time.

Note you can't attach anything to a gradual mover, but the state events generally work (although triggering music with them caused a problem in one case). You can attach something to a regular mover triggered by the gradual one.
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Old 5th Jan 2004, 05:17 PM   #6
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You can recode the ElevatorTrigger to work with a normal Trigger -- as it stands, it only responds to being touched.
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