Contents
Summary
This tutorial demonstrates how to create an object that makes a different sound each time it is shot by a player.
In brief: we will encase a cube with a Trigger of type "TT_Shoot". Then we’ll add a RoundRobin that monitors the Trigger and controls three SpecialEvent actors. Each SpecialEvent plays a different sound, "One," "Two," "Three!"
Instructions
- Create a room
- Add a 64x64 cube somewhere on the floor in the room.
Add a Trigger to the map (see Actor Overview), and place it dead-center inside the cube from Step 2. Set the following properties for the Trigger:
Trigger Properties
Name | Value |
Events -> Event | shot |
Trigger -> TriggerType | TT_Shoot |
Add a SpecialEvent anywhere in the map. Edit the following properties of the SpecialEvent:
SpecialEvent #1 Properties
Name | Value |
Events -> Tag | one |
Object -> InitialState | PlayersPlaySoundEffect |
SpecialEvent -> Sound | Sound'Announcer.(All).cd1' |
Add another SpecialEvent anywhere in the map. Edit the following properties of the new SpecialEvent:
SpecialEvent #2 Properties
Name | Value |
Events -> Tag | two |
Object -> InitialState | PlayersPlaySoundEffect |
SpecialEvent -> Sound | Sound'Announcer.(All).cd2' |
Add one more SpecialEvent anywhere in the map. Edit the following properties of this final SpecialEvent:
SpecialEvent #3 Properties
Name | Value |
Events -> Tag | three |
Object -> InitialState | PlayersPlaySoundEffect |
SpecialEvent -> Sound | Sound'Announcer.(All).cd3' |
Finally, add a RoundRobin anywhere in the map. Edit the following properties of the RoundRobin.
RoundRobin Properties
Name | Value |
Events -> Tag | shot |
RoundRobin -> bLoop | True |
RoundRobin -> OutEvents -> [0] | one |
RoundRobin -> OutEvents -> [1] | two |
RoundRobin -> OutEvents -> [2] | three |
Now, launch the map, point your gun at the cube and fire away!
Extra: If you want to, say, have a message at one shot, three shots, and seven shots, you can for example assign the SpecialEvents the tags 'one', 'three' and 'seven'.
Then you assign Roundrobin as follows:
RoundRobin -> Outevents -> [0] | one |
RoundRobin -> Outevents -> [1] | X |
RoundRobin -> Outevents -> [2] | three |
RoundRobin -> Outevents -> [3] | X |
RoundRobin -> Outevents -> [4] | X |
RoundRobin -> Outevents -> [5] | X |
RoundRobin -> Outevents -> [6] | seven |
Here, X stands for any Eventname you care to use, it doesn't matter what name, but the Outevents between the events you really care about HAVE to have a name, otherwise it won't work.
xX)(Xx: Nice! Good, well thought out and easy to understand tutorial, hope you write more, just like a tutorial should be :)
Related Topics
- Trigger Systems: more examples of using triggers to create complex behaviour
- Types of Trigger: brief summary of trigger actors