| Unreal- Triggers; buttons and stuff | |
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| Tweet Topic Started: Dec 14 2008, 02:33 PM (228 Views) | |
| adam | Dec 14 2008, 02:33 PM Post #1 |
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Game Design Guru
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I have come to realise that everybody is going to need atleast 1 trigger within thier map so i decided to do a little guide to how to set up a trigger and the various uses for each type. TYPES OF TRIGGER AND THERE USES I wont be explaining every trigger just the kind that i know will be of use to everyone on this project. message trigger- displays a message on the screen music trigger- starts a selected music playing once active trigger- sets off a predetermined event such as opening doors/lifts by player proximity use trigger- sets off an event by the press of the action button (E) SETTING UP A TRIGGER A simple task that can be made more difficult by the users own ignorance (trust me i've made more than a few mistakes). For this example we shall set up a "USE TRIGGER" that will open a door, so before you start on the trigger you need to set up a door as a mover once you have done that you can start on the trigger 1./To set your trigger up open the "Actor browser" (chess peice) and scroll down to triggers and select the "USE TRIGGER". 2./Right click inside your level where you would like the trigger to be placed, such as a computer or keypad next to a door and select "PLACE USE TRIGGER HERE". 3./Open the triggers properties and then open the events tab set the "EVENT" to something relevent such as door1. 4./Now you need to click on the door mover you created earlier and open the event tab in its properties and set its tag to door1. 5./Open the door movers properties again and then the "OBJECT" tab and set the "INITIAL STATE" as "TriggerOpenTimed" or TriggerToggle". Triggeropentimed will make the door set back to key0 after a set ammount of time where as Triggertoggle will keep the door at key1 untill the "USE TRIGGER" is pressed again. Test your level everything should be working BUT it doesnt look to great having an invisable button controlling things SO jump over to 3ds and create yourself a button or keypad or something simular. Export it into unreal and place it in your level. If you created just a simple button then you might want to place it as a mover and set its tag to door1 so that when you press the button it will move slightly, or if its a keypad just place it as a staticmesh. There you have it a simple trigger system that controls a door, if you want to create one of the other types of trigger the principles are the same (place your trigger set its event and set the event of whatever you want to be triggered). Hope this helps and Happy mapping. Adam |
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7:04 PM Jul 11