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.

Triggers

Discussion in 'Mapping' started by Pedro Brito, Dec 20, 2003.

  1. Pedro Brito

    Pedro Brito New Member

    Joined:
    Dec 4, 2003
    Messages:
    1
    Likes Received:
    0
    How do I make a trigger that would only be activated when a combination of triggers are set off in a specific order?
     
  2. tarquin

    tarquin design is flawed

    Joined:
    Oct 11, 2000
    Messages:
    3,944
    Likes Received:
    0
  3. Angel_Mapper

    Angel_Mapper Goooooooats

    Joined:
    Jun 17, 2001
    Messages:
    3,532
    Likes Received:
    3
    Shouldn't be too hard to code.
     
  4. chip

    chip New Member

    Joined:
    Nov 14, 2002
    Messages:
    524
    Likes Received:
    0
    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.
     
  5. spentron

    spentron New Member

    Joined:
    Jan 4, 2004
    Messages:
    3
    Likes Received:
    0
    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.
     
  6. tarquin

    tarquin design is flawed

    Joined:
    Oct 11, 2000
    Messages:
    3,944
    Likes Received:
    0
    You can recode the ElevatorTrigger to work with a normal Trigger -- as it stands, it only responds to being touched.
     

Share This Page