Yes~! This is like crack for Level Designers. So addicting!
hmmm maybe i should call this triggerpack BlueMajik LOL!!
also technical note for any who is interested i make triggers instead of scriptedtrigger actions for 2 reasons
1: i find Regular triggers easier to use lol
2: ScriptedTriggers are actually quite serverthrashing. the more i learn about how they work the more i hate them. granted they are easy to use
but for every scriptedtrigger the game spawns a controller and the action triggers into the level. ex.
Scripted trigger
[0]wait for event
[1] do something
[3]go to action [0]
when the game starts it spawns things
a controller for scriptedtrigger
a trigger for the wait for event action
a trigger for the do something action
and a trigger for the go to action [0] action
plus the already spawned Scripted Trigger
for this simple ScriptedTrigger there are a total of 4 actors and 1 Controller
and Controllers alone Lag servers with the bonus of 4 actors Pushing and Pulling Events and stuff.
for detailed events and stuff you require a lot of these. it adds up and in my testing i've noticed that excessive amount of controllers and push/pull events actually crashes a server randomly.Edit: this also includes the spawning of pawns, and their controllers as well. so it adds up even more
So over all ScriptedTriggers should be used Sparingly rather then as the MainStead Event Function. to maintain server stability and low lag. and i've also taken note that it affects load time to have excessive ScriptedTriggers which is a no-no in my book.. Long Loads makes players go BYE BYE unless that levels is just plain Awsome.
also Controllers which ScriptedTriggers use to Control a set of actions in that ScriptedTrigger are dynamic actors they update very often while most triggers do Absolutely NOTHING untill they are triggered which is Much More effiecent.
so to summerize ScriptedTriggers as MainStead Event Function = Server lag, Server Instability, and affects LoadTime due to all the Spawning.
useing Plain Everyday triggers is the better way to go: Less Spawning, Higher Performance, etc.
at least thats what my Research has shown.
Edit: imma do a quicky update tomorrow to add an option for the FA_Shooter to allow it to be stopped by triggering again so there is little guesswork involved for the helicopter super happy fun time