1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

UE2 - UT2kX Scripted Trigger Help

Discussion in 'Mapping' started by [RMD]rOckaliEn, Sep 20, 2008.

  1. [RMD]rOckaliEn

    [RMD]rOckaliEn New Member

    Jul 4, 2008
    Likes Received:
    I have been working on a scripted trigger that will kill the instigator and destroy the actor. My problem is the If Condition I would like to add to the scripted trigger.

    We use sentinels in some of our levels and we have a couple of rules on placement of the sentinels. Rule #1 says, "Do not place sentinels in your enemies base."

    I would like to add an If Condition that will allow you to place a sentinel in your own base.

    The scripted trigger that I have set up is pretty simple.

    [0] Action_WAIT FOR EVENT (I am using a trigger for this, TRIGGER TYPE--Class Proximity)
    [1] Action_KILL INSTIGATOR
    [2] Action_DESTROY ACTOR
    [3] Action_GO TO ACTION (Back to 0)

    Any help will be much appreciated.


Share This Page