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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. |
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| 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. |
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| Author: | Bulska [ Thu Dec 20, 2007 4:06 pm ] |
| Post subject: | Triggered Kill Volumes |
ooh ty |
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| Author: | Wup [ Thu Dec 20, 2007 10:02 pm ] |
| Post subject: | Triggered Kill Volumes |
Also Check out any maps with LAVA or Goo. |
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| 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. |
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| 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. |
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| 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? |
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| 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. |
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| Author: | Bulska [ Sun Dec 23, 2007 5:40 am ] |
| Post subject: | Triggered Kill Volumes |
Physic volume works too? |
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| 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)? |
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| 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. |
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| 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. |
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| 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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