Unreal II and XMP
David's Maps:
XMP-DG_Alaska
Level Design:
Meshes
Textures
|
The Team
David R. Green
- mapper, mesher, audio/music,
- scripter, texturizer
Jason 'FRaK' Dudley - tester
See the map Readme for other testers
|
Contact
You can email us at
dgunreal@lilchips.com
|
|
Unreal Tournament 2004 Level Design
Custom Actor: DG_TriggerSound
The DG_TriggerSound actor provides the functionality of a standard Trigger actor that also
plays a sound when triggered. This is handy for audible triggers using only one
actor.
This actor also works well for replacing the low volume of MoverSounds on Movers.
The DG_TriggerSound actor supports sound triggering on Player Touch, Projectile Shoot, and
on Events.
Notes
The sound is played when the Trigger is activated. See the standard Trigger actor
information on UnrealWiki or UDN for how Triggers work. By selecting a specific
Trigger.ClassProximityType, you can specify the Trigger to only be triggered by that
class.
You cannot hear this actor in the UnrealEd Realtime Preview mode.
Importing the Actor
The Easy Way:
- Download the actor zip file.
- Unzip the .ut2 map file to your UT2004 Maps folder.
- Start UnrealEd.
- Open the demo map file (this loads all of the DG actor assets into the editor).
- Open your map (do not restart UnrealEd).
- You can now insert the new DG actor from the Actors browser.
The DG_TriggerSound actor is located at [+]Actor [+]Triggers [+]Trigger - DG_TriggerSound.
The Manual Way:
- Download the actor zip file.
- Unzip the .u script file to the UT2004 System folder.
- Unzip the .pcx icon texture file to a temporary folder.
- Open your map.
- Import the .pcx icon texture file into "Package: myLevel" and "Group:
Editor", check the "Masked" option and uncheck the "Generate
MipMaps" option.
- Choose Log from the UnrealEd View menu.
- Enter "obj load file=DG_TriggerSound.u package=myLevel" (without the quotes).
- Refresh the Actor Classes display by unchecking and re-checking "Use 'Actor' as
Parent?"
- Locate and select the DG_TriggerSound actor in the [+]Triggers[+]Trigger group.
- Right-click on the actor in the list and choose "Default Properties", then set
the Display.Texture to the icon texture you imported previously.
- Right-click in the map viewport and "Add DG_TriggerSound Here".
- Set the specified relevant properties as listed below.
Using the Actor
1. Triggering by Bot or Player Touch
- Insert the DG_TriggerSound actor into the map
- Set the Collision.Height and Collision.Radius to the desired collision cylinder size
- Set the Trigger.TriggerType to TT_PlayerProximity
- Set the desired TriggerSound properties for the sound to be played
2. Triggering by Bot or Player projectile shooting
- Insert the DG_TriggerSound actor into the map
- Set the Collision.Height and Collision.Radius to the desired collision cylinder size
- Set the Trigger.TriggerType to TT_Shoot
- Set the desired TriggerSound properties for the sound to be played
3. Triggering by Event
- Insert the DG_TriggerSound actor into the map
- Optionally set the Collision.bCollideActors and bBlock* properties to False
- Set the Events.Tag to the name of the Event that will trigger this Trigger
- Set the desired TriggerSound properties for the sound to be played
Download

Please be sure to credit DGUnreal or David 'DGUnreal' Green
in your map's readme file as the author of this script.
Properties
| Collision |
Height
Radius |
Set these to the height
and radius of the cylindrical area around the trigger actor where triggering should occur. |
| Display |
| Texture |
Displayed icon texture.
Import the DG-T-TriggerSound texture and assign it here. |
| Events |
Event
Tag |
See UnrealWiki or UDN for Trigger information. |
| Object |
| InitialState |
See UnrealWiki or UDN for Trigger information. |
| Trigger |
bInitiallyActive
bTriggerOnlyOnce
ClassProximityType
DamageThreshold
Message
RepeatTriggerTime
ReTriggerDelay
TriggerType |
See UnrealWiki or UDN for Trigger information. |
| TriggerSound |
| TSoundPitch |
Sound pitch.
Default = 1.0
Range is 0.0 to 2.0.
1.0 is normal pitch, 0.5 is one octave down, 2.0 is one octave up. |
| TSoundRadius |
Sound radius.
Default = 255
This is in standard Unreal Units with falloff.
Set it similar to what you would set an AmbientSound actor.
128 would be a small area, 2048 would be a large area. |
| TSoundVolume |
Sound volume.
Default = 1.0
Range is 0.0 to 2.0. 1.0 is normal volume. |
| TSoundWaveform |
Sound waveform to play.
Select the desired sound in the Sounds browser and assign it here. |
|
|