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Triggered Kill Volumes
http://www.runestorm.com/forums/viewtopic.php?f=68&t=48279
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Author:  Bulska [ Thu Dec 20, 2007 1:41 pm ]
Post subject:  Triggered Kill Volumes

How to make these for UT2004?

I want to make people die with the press of a button.

Author:  Captain Xavious [ Thu Dec 20, 2007 3:24 pm ]
Post subject:  Triggered Kill Volumes

Check out some JailBreak maps. They might give you an idea.

Author:  Bulska [ Thu Dec 20, 2007 4:06 pm ]
Post subject:  Triggered Kill Volumes

ooh ty

Author:  Wup [ Thu Dec 20, 2007 10:02 pm ]
Post subject:  Triggered Kill Volumes

Also Check out any maps with LAVA or Goo.

Author:  Captain Xavious [ Thu Dec 20, 2007 10:37 pm ]
Post subject:  Triggered Kill Volumes

Those are just static kill zones though, aren't they? I think he wants some that turn on or off the killingness when something triggers them.

Author:  Wup [ Fri Dec 21, 2007 12:09 am ]
Post subject:  Triggered Kill Volumes

I think your right, I'll talk to Rumple..Hes a Master Map Maker.

Author:  Kaboodles [ Sat Dec 22, 2007 4:50 pm ]
Post subject:  Triggered Kill Volumes

Couldn't you just have the kill volume hidden away somewhere and then just move it to the correct location when it is triggered?

Author:  OCAdam [ Sat Dec 22, 2007 6:06 pm ]
Post subject:  Triggered Kill Volumes

Kaboodles wrote:
Couldn't you just have the kill volume hidden away somewhere and then just move it to the correct location when it is triggered?


bStatic=True by default, so that can't be possible.

You can, however, trigger the KillVolume to be active or not active.

Author:  Bulska [ Sun Dec 23, 2007 5:40 am ]
Post subject:  Triggered Kill Volumes

Physic volume works too?

Author:  KylinRage [ Sun Dec 23, 2007 10:40 am ]
Post subject:  Triggered Kill Volumes

Since my question falls in around the same topic, I think it's okay to ask it here.

How do you make a chamber that closes once it senses somebody, and burns them to death (i.e. Tempest back in UT)?

Author:  Bulska [ Tue Jan 15, 2008 9:25 am ]
Post subject:  Triggered Kill Volumes

Thats not hard... neither is it easy.

Just make a trigger in your camber, then use a scripted trigger to wait 2 seconds before it triggers the doors. Then give him 2 seconds time to think about whats going on and then trigger the physics volume.

Author:  SHAD0Wdump [ Tue Jan 15, 2008 10:34 am ]
Post subject:  Triggered Kill Volumes

KylinRage wrote:
Since my question falls in around the same topic, I think it's okay to ask it here.

How do you make a chamber that closes once it senses somebody, and burns them to death (i.e. Tempest back in UT)?


Thats strange... I don't remember Tempest doing that.

Author:  Bulska [ Tue Jan 15, 2008 10:42 am ]
Post subject:  Triggered Kill Volumes

I figured it out!!

I succesfully made a Toggled PhysicsVolume!
By looking into AS-Convoy, where the map gets bombed once you get inside the main vehicle, I found out you need a VolumeTrigger to trigger the PhysicsVolume.

Setting it up is easy.
1. Place a PhysicsVolume. Select its properties and enter a DamagePerSec and a DamageType. Don't make it painfull!

2. Add a trigger of the sort you want to. (UseTrigger for a trigger to press E on) Preferable near a clear panel or other indication of button. Unless you want to make an automated trap, if so, use a normal trigger.

3. Add a VolumeTrigger to the map, place it near your normal trigger so you wont need to go looking far for it.

4. Add a Scripted Trigger to the map, place it near your normal trigger for same reason.

Now begins the more detailed setup.

5. Give the PhysicsVolume a tag (for example: Tag: TrapVolume).

6. Give the VolumeTrigger the event of the PhysicsVolume's tag (for example: Event: TrapVolume).

7. Give the VolumeTrigger a tag (for example: Tag: TrapVolumeVolumeTrigger).

8. Get into the properties of the Scripted Trigger. Add in the following in its script:
ACTION_WaitForEvent: (a unique tag, for example: TrapVolumeScriptedTrigger)
ACTION_TriggerEvent: (Doors of the trap room, if you have none, ignore this action)
ACTION_WaitForTimer: (The time it takes for the doors to close, if you have none, ignore this action)
ACTION_TriggerEvent: (The VolumeTrigger: For example: TrapVolumeVolumeTrigger)
ACTION_WaitForTimer: (The time you want the room to be closed and deadly.)
ACTION_TriggerEvent: (The volumetrigger again, and also the doors again if you have any.)
ACTION_GoToAction: (Makes the script return for another go.)
ACTION_EndSequence: (I dunno, but otherwise it wont work.)

8. Give the Trigger you chose the event of the WaitForEvent Action(for example: Event: TrapVolumeScriptedTrigger).

On a side note, if you do use doors, make them TriggerToggled.
Then it should be all working just fine.

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