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causing damage; & triggering sounds

Discussion in 'Mapping' started by tarquin, Oct 7, 2001.

  1. tarquin

    tarquin design is flawed

    Oct 11, 2000
    Likes Received:
    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?
  2. LordKhaine

    LordKhaine I sing the body electric...

    Dec 6, 1999
    Likes Received:
    About the 2nd point, I'd just grab a new non-looping alarm sound and stick it in MyLevel :D
  3. Kongstad-Sas

    Kongstad-Sas -=[Techno Dancer]=-

    May 3, 2001
    Likes Received:
    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

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