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2 messages
2 total messages Started by Goldenpi Mon, 16 Aug 2004 21:44
Mappers, any requests for new trigger subclass?
#174424
Author: Goldenpi
Date: Mon, 16 Aug 2004 21:44
49 lines
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.
Re: Mappers, any requests for new trigger subclass?
#174425
Author: SoS
Date: Thu, 19 Aug 2004 22:17
3 lines
903 bytes
<snip>

Wouldn't you be better off asking this in agut ?
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