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Level Design: Triggers

 

A. How to do triggers with zany examples

  First you need to decide what triggered effect you will use. It can be something like opening a door, turning on/off a light, or turning on another trigger. We will use several examples in our tutorial. We will start by making a room that, when entered, causes a red light to turn on (like an alarm), and a sound to play.

Here is the room I made for this purpose:

The Room

In this room Ive made a little area with loot inside (a bunch of dispersion pistol power ups). I added spiffy lights and decorated. Now, I added a light texture inside room and then added a Triggerlight (the one without the star by it). This can be found under the light group in the classes browser. I changed the color and sytle of the light so that it will pulse red when the alarm goes off, and then made the light's tag Alarm. Also, set the initialstate in the object section to TriggerTurnsOn.

The trigger tag connects it to other events

Now I added a trigger (found as Trigger under the Triggers in classes). I then set up the following properties: Collision radius of 64 (this specifies how far from the trigger you can be before it will turn on); Event->alarm (this means it will trigger anything with a tag name of alarm, for us, the light); and TriggerOnceOnly (since it seems silly for the alarm to turn off if you steal twice <grin>.

Set the collision distances for the trigger

(Note: at this point Unrealed crashed so I tried to remake the map close to what it was hehe)

Next, We will add in an alarm sound to match the flashing red light. Navigate into the trigger section under classes, then specialevent. Don't expand this group. Add in a special event or two wherever you want the sound to come from. Open up its properties and change the sound to what you want (I chose alarm3 from AmbModern). Then change its tag to Alarm (or whatever the light's tag is), and its initialstate to PlaySoundEffect.
Now rebuild and try her out!

Lastly, we will add little additions to the alarm system. Let's say that it will only go off if a button somewhere else is pressed, arming the alarm. Start by adding the button (a mover). For info on making a mover, see the Movers tutorial. After setting up the keyframes, edit the properties. Change the initialstate to bumpbutton (this will make it act as a trigger when you approach it). Change its event to alarmsensor. Now go over and edit your trigger's tag to alarmsensor, and change its initialstate to othertriggerturnson. Under triggers, change initiallyactive to false. Rebuild and try the new alarm system out.

Now let's be evil. Suppose a giant meat cleaver of death will swing down and smash the theif whenever he steals the loot. (The cleaver of death shall be a mover)

Bigass spikey thingy!

Cleaver of DooM poised to strike!

Anyway.... :D The mover has two keyframes, one up top and one after it has smashed you. Set the tag to alarm and make it crush when encroach (under mover). Then set it to triggertoggle (so it can never possibly return since the trigger can only be pressed once). Now try to nab those powerups...:D

Check out the map Colin created for this tutorial: triggers.zip (20KB)

 

You are done, check out other Level Design tutorials

 

This tutorial contains the following sections

  A. How to do triggers with zany examples  

Related Tutorials: Level Design

 

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