Article View: alt.games.unreal
Article #174424Mappers, any requests for new trigger subclass?
From: Goldenpi
Date: Mon, 16 Aug 2004 21:44
Date: Mon, 16 Aug 2004 21:44
49 lines
3429 bytes
3429 bytes
Im working on a set of utility classes for Unreal Tournament (not 2k3, through you may port them if you wish, GNU license), UTAllSorts. Included are many trigger subclasses: ASPauseCycle - triggers every x seconds, until paused by another trigger. Trigger again to resume. ASSanityTrigger - You trigger it, it triggers something else. Then does nothing until a set interval has passed. This is used for preventing a feature of you level being overused. For example, if you have a 'collapse bridge to flag' button, this will prevent a player continuously pressing this button and so making the flag inaccessable. (You could use a dispatcher for this, but it doesn't keep the red lines in the editor intact so its inconvenient for others, and this class is a bit smaller. Not worth adding another .u file over, but if your already using another feature of UTAllSorts, why not?) ASHeDidIt - This remembers who last triggered it. If a player enters the collisionradius they are killed and the frag assigned to the last person to trigger the ASHeDidIt. This can be placed in traps such as that in FractalReactor to assign the frag to the person who triggered the trap and prevent the suicide penalty frag. (Not yet fully coded) ASPointGiver - When triggered, the instigator gains or loses a point. Good for allowing those without scripting ability to make maps with non-standard rules. (Not yet coded) As well as triggers, also included are some firework special effects good for end of assault levels or captures, classes for creating 'clay pidgeon' situations (targets, launchers), respawning exploding powderkegs, a few small weapons that are only good for levels designed for them, and a few other things under consideration. Now, I have two questions for you all: 1. What utilitity classes, espicially triggers, do the mappers want? 2. Scripters, is there any way to create a trigger with two tags? I want to make a nand gate, as some very complicated behaviours can be implimented by connecting a few of those together. Things such as, say, having to press two buttons simutainously to open a door, good for team-orientated play. The objective of this is to add a few new classes, and allow mappers to have some of the flexability of scripting just by connecting triggers. Also under consideration: smoke-area triggers, and a joke class ASSwitchMesh - when triggered, instigators mesh is changed! For those mappers with a humorous side.
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Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!border2.nntp.ams.giganews.com!border1.nntp.ams.giganews.com!nntp.giganews.com!news-hub.cableinet.net!blueyonder!news-text.cableinet.net!53ab2750!not-for-mail From: Goldenpi <goldenpi@blueyonder.co.uk> User-Agent: Mozilla Thunderbird 0.7.1 (Windows/20040626) X-Accept-Language: en-us, en MIME-Version: 1.0 Newsgroups: alt.games.unreal Subject: Mappers, any requests for new trigger subclass? Lines: 49 Message-ID: <WU9Uc.1537$iP7.18748646@news-text.cableinet.net> Date: Mon, 16 Aug 2004 21:44:22 GMT NNTP-Posting-Host: 82.34.88.201 X-Complaints-To: abuse@blueyonder.co.uk X-Trace: news-text.cableinet.net 1092692662 82.34.88.201 (Mon, 16 Aug 2004 22:44:22 BST) NNTP-Posting-Date: Mon, 16 Aug 2004 22:44:22 BST Organization: blueyonder (post doesn't reflect views of blueyonder) Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit