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Old 04-23-2003, 09:39 AM   #1
Gargorias
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Question Triggerring a volume

Okay!! I have the lightning and the thunder and the lightsource with the lightning. Now all I need is a way to trigger a volume that hurts anyone in it and wammo, I,m almost done with my next map.
Does anyone know if it is possible to trigger on and off a volume?
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Old 04-23-2003, 09:45 AM   #2
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Re: Triggerring a volume

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Originally posted by Gargorias
Does anyone know if it is possible to trigger on and off a volume?
Dunno, but you can probably attach volumes to movers.
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Old 04-23-2003, 10:11 AM   #3
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quote:
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Originally posted by Scourgem
Dunno, but you can probably attach volumes to movers.
--------------------------------------------------------------------------------
Thanks Scourgem.
Yes, it is possible to attach a volume to a mover but the volume will only effect a player that moves into it, not a player that the volume moves into contact with.
Or, am I missing something?
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Old 04-24-2003, 02:08 AM   #4
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Well, you were able to trigger a zone in UT, but I'm not sure for volumes - try looking up into the volumes tutorial at UDN, I have a vague memory of seeing something about that there...
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Old 04-25-2003, 10:20 PM   #5
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I played around with it and got a TriggeredVolume working. Triggering it toggles the value of the bPainCausing variable in the PhysicsVolume section of the properties. From the readme:

Quote:
The TriggeredVolume class is a derivative of PhysicsVolume. To use the volume in your maps, first load the LightningBox map, then load your map. You'll be able to add the TriggeredVolume like any other volume. Next, you'll probably want to create a damage type for your volume. Otherwise, you can select from one
of the existing damage types.

In the PhysicsVolume section of the properties, you'll want to change some values. Set the volume's DamagePerSec to something greater than 0. Set the DamageType to either one of the available damage types or a custom type (as explained below).

For very short trigger times, you'll want to leave bPainOnTrigger set to true. Otherwise, the pain will begin sometime in the first 2 seconds. bPainOnTrigger is best used for short trigger durations or instant death volumes.

To create a custom damage type:

1. In the actor class browser, uncheck "Placeable classes Only?"
2. Find Actor->DamageType and right click on it, choose New...
3. Set package to MyLevel and set the name to whatever is appropriate. Click Ok.
4. In the code window that pops up, I would change "placeable" to "notplaceable" (no quotes), but that's not absolutely necessary.
5. In the code window, select Tools->Compile Changed (or use the toolbar button). You should see a Success message at the bottom of the window.
6. Next, find your damage type in the actor class browser and right click to set its default properties. Be sure to change the male and female suicide messages, as these will likely be the only ones used.

You will now be able to use your custom damage type for your TriggeredVolume.

Important Note: You will not be able to get the TriggeredVolume to work by simply copying the code and pasting it in a code window in the editor. One of the default values bStatic=False, is critical for getting the trigger to work, and can only be set when compiling from the command line.
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