causing damage; & triggering sounds

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tarquin

design is flawed
Oct 11, 2000
3,945
0
36
UK
www.planetunreal.com
map's going well :)

however I'm stuck on two things, & I've been all over trying to find answers, but no joy :(

1. How does the DamageInstigator state of SpecialEvent work?
after much tearing of hair out I worked out it has to be triggered by a Trigger actor, not touched by a player. (DOH! :rolleyes: )
But I don't get damaged by the amount I put in.

And does anyone know anything about the DamageType property? I tried putting in 'burned', one of the DamageType classes, & the messgae I got was 'incinerated' which makes sense, but i can't see that word anywhere in the Burned class's defaults.
what will happen if I put a string that does't correspond to a class, such as 'sliced' (by a rotating fan!)
What does DamageString do?
the script for the class has:
Level.Game.SpecialDamageString = DamageString;
which leaves me baffled :(

2. I want to trigger a sound event, much like the 'Warning blah blah' voice in DM-Pressure.
However, I want an alarm sound of some sort, & the only ones I've been able to find are looping sounds.
Is there a way to get the thing to stop playing?
Failing that, does anyone have suggestions for alternatives?
 

Kongstad-Sas

-=[Techno Dancer]=-
May 3, 2001
112
0
0
Denmark
www.kongstad-design.dk
As far as I remember there is damage type and damage string. Damage type is, burned, ripped or whatever. Damage string is what you put in like :Kongstad was killed by a flying cow: And you define how much damage the playerinflict upon triggering the trigger actor, by finding something named by (asfarasIremember) damagevolume. Well its sumthin like that, I cant remember