Falidell's TriggerPack
UPDATE 5
NOW WHITELISTED As if April 1,2011
Download LINK here
Source Files Here
this is a Trigger pack i've been working on as of late. it's my donation to those who want to make mission maps or any map really.. some of these can be done with Scripted Triggers but these make it easier to do with more options
also some of the options for some of these triggers are for special use can can be ignored if you want.. i've marked them in the descriptions for them
..
so yea... A Gift from Me to You!!! =D
----------------------------------------------------------------------------
How to install
place Fall_TriggerPack.u in Killingfloor/System
go into your killingfloor.ini found via.
killingfloor/system/killingfloor.ini
and add
editPackages=Fall_TriggerPack
where you see the rest of the EditPackages.. it's near the middle of the file
---------------------------------------------------------------------------------------
and the triggers are located via Actor->Triggers
except the FA_Spawnpoint thats located actor->navigationpoint
WHITEListed
----------------------------------------------------------------------------------------
the triggers and the Descriptions for them
Important Note: nearly all of these totally ignore whatever is in the Event piece of the Properties->Events section.. so only set the tag there to whatever you want and use the EventsTofire,YesEvent,NoEvent,TrueEvent,etc. to place the tag of whatever you want to trigger
FA_AutoTrigger
FA_Check_PlDIF
FA_CompairConditions
FA_Conditionals
FA_Multi_Conditional
FA_Switch
FA_Counter
FA_ForceRespawn
FA_LoopTrigger
FA_RandomTrigger
FA_Relay_Plus
FA_Spawner
FA_SpawnPoint
unlike the other triggered this one is found via
Actor->NavigationPoint
This is what the FA_Spawner uses as .. well SpawnPoints for Critters
Critter Overrides FA_spawner: What to spawn here.. leave blank if you just want to use the FA_spawner's Critter
InitiallyEnabled true means the FA_spawner Can spawn here initially:: False means the FA_spawner will Skip this untill it becomes enabled via trigger..
the spawner can be triggered on/off so that way you can "Destroy" spawn Points which will thus slow the spawning usefull as mission objectives =D
SpawnoffsetLoc Optional: Location Offset from the SpawnPoint
SpawnoffsetRot/COLOR] Optional: Rotation Offset from the SpawnPoint
FA_StoryLines
FA_TriggerChance
FA_VariableTimer
KFDoorMoverPlus
FA_Shooter
FA_ResetER
===================================================
Legal Bull****:
Anyone and Everyone May Use, Modify, change, in other words have these scripts/Files for their own use
you have full permission. i don't even care if i get credit, trivial things such as that are of no concern to me
Clearification/explaination: i've been raised with the idiology that it is Extremely rude to expect any kind of reward/credit for preforming any kind of work or assistance unless we specifically ask for it right before we perform such actions. and sense i did not ask for it this work is free game to anyone by my book
UPDATE 5
NOW WHITELISTED As if April 1,2011
Code:
Update 5(January 28, 2011)
*FA_AutoTrigger - added StartonHumanSpawn when true it will automatically
fire it's EventToFire when a player spawns(after the readyscreen ) if false it'll
fire the EventToFire Immediatly when the level starts(just before the ReadyScreen)
*FA_Counter - added StopAtNumToCount, when true: after it's count reaches
NumToCount it'll fire it's FinishedEvent and stop. as in it'll ignore all future
interactions. when false it'll reset it's count back to 0 after it fires it's finishedEvent
*FA_RandomTrigger -fixed a bug that would cause it to stop working after prolonged use....
*FA_shooter - added and fixed the Accuracyspread so 25.00=25degree
spread for the projectiles spawned
*a bunch of other stuff i simply forgot about over the last 2 months.. give or take.
Questions, Comments, concerns, requests, Help with setting up triggers to do something?
Steam : Falidell
e-Mail : [email protected]
or you can PM me here on the forums
Download LINK here
Source Files Here
this is a Trigger pack i've been working on as of late. it's my donation to those who want to make mission maps or any map really.. some of these can be done with Scripted Triggers but these make it easier to do with more options
also some of the options for some of these triggers are for special use can can be ignored if you want.. i've marked them in the descriptions for them
..
so yea... A Gift from Me to You!!! =D
----------------------------------------------------------------------------
How to install
place Fall_TriggerPack.u in Killingfloor/System
go into your killingfloor.ini found via.
killingfloor/system/killingfloor.ini
and add
editPackages=Fall_TriggerPack
where you see the rest of the EditPackages.. it's near the middle of the file
---------------------------------------------------------------------------------------
and the triggers are located via Actor->Triggers
except the FA_Spawnpoint thats located actor->navigationpoint
WHITEListed
----------------------------------------------------------------------------------------
the triggers and the Descriptions for them
Important Note: nearly all of these totally ignore whatever is in the Event piece of the Properties->Events section.. so only set the tag there to whatever you want and use the EventsTofire,YesEvent,NoEvent,TrueEvent,etc. to place the tag of whatever you want to trigger
FA_AutoTrigger
Spoiler!
Fires Immediatly after the Level Starts(Just before Ready Screen for KF)
EventToFire is where you'll put your event
StartonHumanSpawnwhen true it will automatically fire it's EventToFire when a player spawns(after the readyscreen ) if false it'll fire the EventToFire Immediatly when the level starts(just before the ReadyScreen)[i've taken note recently(february, 09, 2011) that StartOnHumanSpawn doesn't seem to work very well
on multiplayer.... sometimes it works sometimes it doesn't.... very strange.. however the trigger itself does work in
multiplayer. just use StartOnHumanSpawn on MultiPlayer at ur own risk..till i figure out why it's not working on MP]
EventToFire is where you'll put your event
StartonHumanSpawnwhen true it will automatically fire it's EventToFire when a player spawns(after the readyscreen ) if false it'll fire the EventToFire Immediatly when the level starts(just before the ReadyScreen)[i've taken note recently(february, 09, 2011) that StartOnHumanSpawn doesn't seem to work very well
on multiplayer.... sometimes it works sometimes it doesn't.... very strange.. however the trigger itself does work in
multiplayer. just use StartOnHumanSpawn on MultiPlayer at ur own risk..till i figure out why it's not working on MP]
FA_Check_PlDIF
Spoiler!
this is a Special kind of trigger. kind of works like a filter
when triggered it'll check whatever you want it to check(player count/Difficulty) how you want to check(less then or greater then) if it passess then it'll fire it's EventToFire
NumPlayers- count of players to check
Added a new NumPlayersADV section
LivePlayersOnly - true Means it'll only count Living Players:: false means Dead or Alive
percentageChecking- **Ignores LivePlayersOnly And NumPlayers if true** True Means it'll Check percentage of Living players. ex. NumGreater=true, Percentage=0.5 there are a total number of 12 players in the game but only 8 are alive 8/12 =~66% which is greater then 0.5(50%) so it'll pass the check
Percentage this is where you'll put the percentage for PercentageChecking, 0.0=0% 1.0=100%
NumGreater- true means the count of players must be greater then or equal to the numplayers:: false is Lower then or equal to the numPLayers
Difficulty- ,Beginner,Normal,hard,suicidal,HellOnEarth
DifGreater- true: means the gamedifficulty must be greater then or equal to the Difficulty you chose:: false is Less then or equal to the difficulty you chose.
eChecktype- What do you what to check:: PlayersAndDifficulty, JustPlayers, JustDifficulty
EventToFire - the event you want to fire
when triggered it'll check whatever you want it to check(player count/Difficulty) how you want to check(less then or greater then) if it passess then it'll fire it's EventToFire
NumPlayers- count of players to check
Added a new NumPlayersADV section
LivePlayersOnly - true Means it'll only count Living Players:: false means Dead or Alive
percentageChecking- **Ignores LivePlayersOnly And NumPlayers if true** True Means it'll Check percentage of Living players. ex. NumGreater=true, Percentage=0.5 there are a total number of 12 players in the game but only 8 are alive 8/12 =~66% which is greater then 0.5(50%) so it'll pass the check
Percentage this is where you'll put the percentage for PercentageChecking, 0.0=0% 1.0=100%
NumGreater- true means the count of players must be greater then or equal to the numplayers:: false is Lower then or equal to the numPLayers
Difficulty- ,Beginner,Normal,hard,suicidal,HellOnEarth
DifGreater- true: means the gamedifficulty must be greater then or equal to the Difficulty you chose:: false is Less then or equal to the difficulty you chose.
eChecktype- What do you what to check:: PlayersAndDifficulty, JustPlayers, JustDifficulty
EventToFire - the event you want to fire
FA_CompairConditions
Spoiler!
This is a Conditional that when triggered will Compair 2 Other Conditionals with a certain Logic Gate
ConditionA tag of the first Conditional
ConditionB tag of the Second Conditional
LogicGateType
OR - True if A is true, or B is true, or both
AND - true if and only if both A and B are true
XOR - True if A is not equal to B
ANOTB - A Must be True and B must be False :: Rare Use BUt i Figured Why Not
NOR - True if neither A nor B
TrueEvent event to fire if it Passed the Logic Gates
FalseEvent event to fire if it DIDN'T Passed the Logic Gates
ConditionA tag of the first Conditional
ConditionB tag of the Second Conditional
LogicGateType
OR - True if A is true, or B is true, or both
AND - true if and only if both A and B are true
XOR - True if A is not equal to B
ANOTB - A Must be True and B must be False :: Rare Use BUt i Figured Why Not
NOR - True if neither A nor B
TrueEvent event to fire if it Passed the Logic Gates
FalseEvent event to fire if it DIDN'T Passed the Logic Gates
FA_Conditionals
Spoiler!
This is just a folder the things you want are within this folder
FA_Multi_Conditional
Spoiler!
This is Filter type trigger. it does not need to be triggered. when the specified FA_Switch's or FA_Multi_Conditionals become bEnabled or if it's EventPriceThreshold is breached then this becomes true and it'll fire it's EnabledEvent
OtherConditions this is where you'll specify the tags of the FA_Switches, FA_Multi_Conditional's, or FA_CompairConditions(Only works with those)
TriggeredForcesOn True means that when triggered by something it'll skip the OtherConditions and Become bEnabled and thus fire it's EnabledEvent
EventPrice if AllMustbeTrue=false then this is the price(Explained in Fa_Switch) for this to become bEnabled and for it to fire it's EnabledEvent
EnabledEvent this is the event you want to fire.
OtherConditions this is where you'll specify the tags of the FA_Switches, FA_Multi_Conditional's, or FA_CompairConditions(Only works with those)
TriggeredForcesOn True means that when triggered by something it'll skip the OtherConditions and Become bEnabled and thus fire it's EnabledEvent
EventPrice if AllMustbeTrue=false then this is the price(Explained in Fa_Switch) for this to become bEnabled and for it to fire it's EnabledEvent
EnabledEvent this is the event you want to fire.
FA_Switch
Spoiler!
This is a conditional(Switch) that when triggered, either via event or by use, it'll become bEnabled and add it's ConditionValue to the FA_Multi_conditional
bUseTriggered true means that this will become bEnabled if used(ex. player presses use on it) it'll also fire it's event when used aswell.
TouchMessage Optional.. if you want the player to get a message when they 'touch' this so they'll know that they can use it.
PlayersOnly true means that only Players(Not Bots or Monsters) can use this IF bUseTriggered is true as well
.
ConditionValue this is very special..
ConditionValue is Useful for making certain Objectives or Thinges be of Negative or of Really high value Ex. Negative Objective. when this Thing Is Destroyed it marks negative value in the Multi_Conditional this just allows much greater control over Pseudo Objectives(Or Actual Objectives) Practical use> i have a series of these and if the Multi_conditional gets enough "Value" then it'll trigger lets say a spawner that'll give player bot support or items so you don't need an exact certain amount of these to be true you just need to have enough "Value" or Pseudo Conditions true for it to fire
this can be set up as a use trigger so if you want to fire an event when the player uses this as well place the event in Properties->Events->Event
this is one of the few triggers of mine that actually use Event
bUseTriggered true means that this will become bEnabled if used(ex. player presses use on it) it'll also fire it's event when used aswell.
TouchMessage Optional.. if you want the player to get a message when they 'touch' this so they'll know that they can use it.
PlayersOnly true means that only Players(Not Bots or Monsters) can use this IF bUseTriggered is true as well
.
ConditionValue this is very special..
ConditionValue is Useful for making certain Objectives or Thinges be of Negative or of Really high value Ex. Negative Objective. when this Thing Is Destroyed it marks negative value in the Multi_Conditional this just allows much greater control over Pseudo Objectives(Or Actual Objectives) Practical use> i have a series of these and if the Multi_conditional gets enough "Value" then it'll trigger lets say a spawner that'll give player bot support or items so you don't need an exact certain amount of these to be true you just need to have enough "Value" or Pseudo Conditions true for it to fire
this can be set up as a use trigger so if you want to fire an event when the player uses this as well place the event in Properties->Events->Event
this is one of the few triggers of mine that actually use Event
FA_Counter
Spoiler!
my Version of a counter
-Counts up instead of down
-Automatically Resets Current Counter back to 0 when finished
-Fires FinishedEvent when Count = NumToCount
-Fires EachTriggeredEvent when triggered aswell
NumToCount How high do you want it to count?
IncrementOnResetEvery time it finishes it's count it'll add/subtract this amount to the NumToCount(ex. NumtoCount=5 it counts to 5 then adds 5 more to NumToCount so nexttime it'll have to count to 10).. Very Special and Rare use but usefull at times
FinishedEventEvent to fire when it's counted to NumtoCount
EachTriggeredEvent Optional: Everytime it's triggered it'll fire this event. *Special use*
StopAtNumToCount TRUE: it'll stop counting and won't reset it's self after it's count has reached NumToCount and fires the FinishedEvent :: FALSE: after it's fires Finsihed event it'll reset it's count back to 0 and continue.
-Counts up instead of down
-Automatically Resets Current Counter back to 0 when finished
-Fires FinishedEvent when Count = NumToCount
-Fires EachTriggeredEvent when triggered aswell
NumToCount How high do you want it to count?
IncrementOnResetEvery time it finishes it's count it'll add/subtract this amount to the NumToCount(ex. NumtoCount=5 it counts to 5 then adds 5 more to NumToCount so nexttime it'll have to count to 10).. Very Special and Rare use but usefull at times
FinishedEventEvent to fire when it's counted to NumtoCount
EachTriggeredEvent Optional: Everytime it's triggered it'll fire this event. *Special use*
StopAtNumToCount TRUE: it'll stop counting and won't reset it's self after it's count has reached NumToCount and fires the FinishedEvent :: FALSE: after it's fires Finsihed event it'll reset it's count back to 0 and continue.
FA_ForceRespawn
Spoiler!
This Nifty little thing respawns dead(or Alive) players,bots, or both when triggered.. it'll choose a playerstart randomly throughout the level or if you want you can specify certain playerspots and it'll respawn players/bots at one of those points.. this Respawner Respects playerstarts bEnabled. if it's Playerstart.bEnabled=false then this will skip that playerstart.
RespawnPlayers True Respawn players:: False Doesn't
GiveDefaultInv True Gives Players the Normal Inventory when they respawn:: False spawns them with NOTHING(No Welder or Syringe either)
OnlyDeadPeople True Only Respawns Dead People:: False Means it'll Respawn EVERYONE dead or alive.
RespawnBots True Respawns NPC's that use the 'Bot' controller class or it's Subclasses :: False Doesn't
SelfDefinedSpots If True then It'll Only Choose PlayerStarts that you choose. TriggeredPlayerStart works too.:: False means Every PlayerStart in the level that is bEnabled is fair game
DefinePlayerStarts this is where you'll put the tags of all the player starts that you want to specify for this spawner to use IF SelfDefinedSpots IS TRUE
RespawnPlayers True Respawn players:: False Doesn't
GiveDefaultInv True Gives Players the Normal Inventory when they respawn:: False spawns them with NOTHING(No Welder or Syringe either)
OnlyDeadPeople True Only Respawns Dead People:: False Means it'll Respawn EVERYONE dead or alive.
RespawnBots True Respawns NPC's that use the 'Bot' controller class or it's Subclasses :: False Doesn't
SelfDefinedSpots If True then It'll Only Choose PlayerStarts that you choose. TriggeredPlayerStart works too.:: False means Every PlayerStart in the level that is bEnabled is fair game
DefinePlayerStarts this is where you'll put the tags of all the player starts that you want to specify for this spawner to use IF SelfDefinedSpots IS TRUE
FA_LoopTrigger
Spoiler!
Special loop Trigger
for situation where you want it to keep looping
Timer->Fire->Timer...etc.
You can Also Optionally Set SpecAmountOfLoops
to limit the amount of loops,NumOfLoops,
each time it's triggered
it triggered yet again it'll stop
ZeroDelayStart True means when triggered it'll Have No Delay At First:: false means it'll start off with the delay
SpecAmountofLoops True Means it'll only Fire NumOfLoops times before it stops
NumOfLoops Number of times to loop before it stops IF SpecAmountofLoops is TRUE
LoopDelay Delay(Seconds) Between Fires I have Safety Measures in place to keep this from lagged a game/crashing a game.
NO Lower then 0.85. i Recommend around 5
FinishBeforeRetrigger true means that it must finish before it'll allow retriggering.. if SpecAmountofLoops=true then it'll go on forever even when triggered:: false means when triggered it'll stop right then and there
EventToFire Event to fire at each loop(Ex. a Fa_ForceRespawn =D )
for situation where you want it to keep looping
Timer->Fire->Timer...etc.
You can Also Optionally Set SpecAmountOfLoops
to limit the amount of loops,NumOfLoops,
each time it's triggered
it triggered yet again it'll stop
ZeroDelayStart True means when triggered it'll Have No Delay At First:: false means it'll start off with the delay
SpecAmountofLoops True Means it'll only Fire NumOfLoops times before it stops
NumOfLoops Number of times to loop before it stops IF SpecAmountofLoops is TRUE
LoopDelay Delay(Seconds) Between Fires I have Safety Measures in place to keep this from lagged a game/crashing a game.
NO Lower then 0.85. i Recommend around 5
FinishBeforeRetrigger true means that it must finish before it'll allow retriggering.. if SpecAmountofLoops=true then it'll go on forever even when triggered:: false means when triggered it'll stop right then and there
EventToFire Event to fire at each loop(Ex. a Fa_ForceRespawn =D )
FA_RandomTrigger
Spoiler!
when triggered it'll Choose a Random Event in it's EventChoices bases on their Weights. then it'll fire that event
EventChoices your list of events to choose from
Weight the Weights of the EventChoices, this is inline to the Event Choices meaning that the second EventChoices option will have the weight of the Second Weight in Weight.
this is usefull for having more control over the Randomness.. ex. you want option 2 to have a higher chance of being choosen then option 3
EventChoices your list of events to choose from
Weight the Weights of the EventChoices, this is inline to the Event Choices meaning that the second EventChoices option will have the weight of the Second Weight in Weight.
this is usefull for having more control over the Randomness.. ex. you want option 2 to have a higher chance of being choosen then option 3
FA_Relay_Plus
Spoiler!
Each Time it's Triggered it'll Fire everything
in Events[] Unless Rotary is true then it'll fire
the next TurnEventsCount in Event[] See Just
Below var() int TurnEventsCount for a better Explaination
on how my Rotary/TurnEventsCount Works
sure Scripted trigger can do this too but this is Easier to use
less error prone AND Potenatially more powerfull =D
Events the List of Events
Rotary if true then it'll fire the next TurnEventsCount events when triggered... see explaination below
========================================================
Array A[4]
turnEventsCount 3
------------------
when triggered it'll initially fire the first 3 in the array
A[0],A[1],A[2]
triggered again it'll fire the next 3 in the array
A[3],A[4],A[0]
notice how it'll go back to A[0] because there is no A[5]
--------------------------------------------------------
Tho you can Just Keep TurnEventsCount at default 1
if you only want to trigger the events one at a time
========================================================
in Events[] Unless Rotary is true then it'll fire
the next TurnEventsCount in Event[] See Just
Below var() int TurnEventsCount for a better Explaination
on how my Rotary/TurnEventsCount Works
sure Scripted trigger can do this too but this is Easier to use
less error prone AND Potenatially more powerfull =D
Events the List of Events
Rotary if true then it'll fire the next TurnEventsCount events when triggered... see explaination below
========================================================
Array A[4]
turnEventsCount 3
------------------
when triggered it'll initially fire the first 3 in the array
A[0],A[1],A[2]
triggered again it'll fire the next 3 in the array
A[3],A[4],A[0]
notice how it'll go back to A[0] because there is no A[5]
--------------------------------------------------------
Tho you can Just Keep TurnEventsCount at default 1
if you only want to trigger the events one at a time
========================================================
FA_Spawner
Spoiler!
Ah this is my Most Prized Trigger, it's Based off of the ActorSpawn seen in Unreal2k4 but it works more like Valves NPC_maker in hammer
Critter What to spawn
CritterTag tag to give all spawned critters. usefull for killing them all via trigger
MaxActive Only This amount is to be alive at any given time.
SpawnerClip how many Critters to spawn before this runs out of "ammo" and stops
SpawnPoints the tags of FA_spawnPoint's to spawn Critters at
HiddenSpawns Only Spawns Critters in places that are not seen by the player
CycleSpawns True means it'll Spawn at Each SpawnPoints in the list one at a time:: False means it'll choose randomly
TriggerOffKillsAll True means that when triggered it will not only stop but it'll kill everything it's spawned.
MinSpawnTime Duh..
MaxSpawnTime Duh.. =D
DisableAfterTrigger True Means that after it turns on it'll be Uninterpretable as in even when triggered again it'll continue.. usefull for preventing trigger spamming by use triggers
DryClipEvent Optional: when it's SpawnerClip runs out it'll fire this event
EachCritterDeathEvent Optional Everytime a critter dies it'll fire this event
EachSpawnEvent Optional Everytime a critter is spawned it'll fire this event
Critter What to spawn
CritterTag tag to give all spawned critters. usefull for killing them all via trigger
MaxActive Only This amount is to be alive at any given time.
SpawnerClip how many Critters to spawn before this runs out of "ammo" and stops
SpawnPoints the tags of FA_spawnPoint's to spawn Critters at
HiddenSpawns Only Spawns Critters in places that are not seen by the player
CycleSpawns True means it'll Spawn at Each SpawnPoints in the list one at a time:: False means it'll choose randomly
TriggerOffKillsAll True means that when triggered it will not only stop but it'll kill everything it's spawned.
MinSpawnTime Duh..
MaxSpawnTime Duh.. =D
DisableAfterTrigger True Means that after it turns on it'll be Uninterpretable as in even when triggered again it'll continue.. usefull for preventing trigger spamming by use triggers
DryClipEvent Optional: when it's SpawnerClip runs out it'll fire this event
EachCritterDeathEvent Optional Everytime a critter dies it'll fire this event
EachSpawnEvent Optional Everytime a critter is spawned it'll fire this event
FA_SpawnPoint
Spoiler!
unlike the other triggered this one is found via
Actor->NavigationPoint
This is what the FA_Spawner uses as .. well SpawnPoints for Critters
Critter Overrides FA_spawner: What to spawn here.. leave blank if you just want to use the FA_spawner's Critter
InitiallyEnabled true means the FA_spawner Can spawn here initially:: False means the FA_spawner will Skip this untill it becomes enabled via trigger..
the spawner can be triggered on/off so that way you can "Destroy" spawn Points which will thus slow the spawning usefull as mission objectives =D
SpawnoffsetLoc Optional: Location Offset from the SpawnPoint
SpawnoffsetRot/COLOR] Optional: Rotation Offset from the SpawnPoint
FA_StoryLines
Spoiler!
Plays an array of Messages with supplied delays to all players,
the very first entry in Delays, [0], is the delay before we begin playing teh lines, and can be paused via event during play
Messages The Array of Messages to play
EventToFireOnLine Array: fires an Event on a specific line or lines.. ex. on Messages Line 5 it'll fire the Line 5 Event
EventToFireAtEnd Event to Fire when it's finished the lines
Delays delays to fire for each line
the very first entry in Delays, [0], is the delay before we begin playing teh lines, and can be paused via event during play
Messages The Array of Messages to play
EventToFireOnLine Array: fires an Event on a specific line or lines.. ex. on Messages Line 5 it'll fire the Line 5 Event
EventToFireAtEnd Event to Fire when it's finished the lines
Delays delays to fire for each line
FA_TriggerChance
Spoiler!
Fires YesEvent if chance check = true
else fires the Optional NoEvent if there is one
this trigger can also increase or decrease the chances
each time it's triggered while still doing the yes/no event fires
Chance % chance of Firing Yes Event 1.0=100% 0.0=0% chance
YesEvent event to Fire if Yes
NoEvent Optional: Event to fire if NO
IncreasePerTrigger Special Use: True Means that each time it's triggered it'll increase Increments amount %
Increments Amount to increase the Chance each time it's triggered IF IncreasePerTrigger is true** you can decrease the chances by adding a negative mark ex. -0.05 **
else fires the Optional NoEvent if there is one
this trigger can also increase or decrease the chances
each time it's triggered while still doing the yes/no event fires
Chance % chance of Firing Yes Event 1.0=100% 0.0=0% chance
YesEvent event to Fire if Yes
NoEvent Optional: Event to fire if NO
IncreasePerTrigger Special Use: True Means that each time it's triggered it'll increase Increments amount %
Increments Amount to increase the Chance each time it's triggered IF IncreasePerTrigger is true** you can decrease the chances by adding a negative mark ex. -0.05 **
FA_VariableTimer
Spoiler!
When Triggered it'll Wait anywhere from Mintime-MaxTime then it'll
fire the event supplied
MinTime Duh..
MaxTime Duh again..
WaitBeforeRetrigger true Mean that it'll Ignore all Retriggering Untill the Timer is finished before being able to be triggered again.. prevents Spamming
EventtoFire Event to fire after Timer
fire the event supplied
MinTime Duh..
MaxTime Duh again..
WaitBeforeRetrigger true Mean that it'll Ignore all Retriggering Untill the Timer is finished before being able to be triggered again.. prevents Spamming
EventtoFire Event to fire after Timer
KFDoorMoverPlus
Spoiler!
A more customizable Door for KF
along with the normal KFDoorMover Options it has
bNoUnseal true Means that after it's welded it can't be unwelded
bNoRespawn true means that after it's destroyed it won't respawn
bInvincibleAfterWeld after welded it become invincible untill unwelded
bNoExplosiveDamage no Nades, Law, Nade Launchers, Pat Rocket can damage this door. only Normal Zed Attacks can damage it.
along with the normal KFDoorMover Options it has
bNoUnseal true Means that after it's welded it can't be unwelded
bNoRespawn true means that after it's destroyed it won't respawn
bInvincibleAfterWeld after welded it become invincible untill unwelded
bNoExplosiveDamage no Nades, Law, Nade Launchers, Pat Rocket can damage this door. only Normal Zed Attacks can damage it.
FA_Shooter
Spoiler!
it Shoots Projectiles ^_^
ProjectileType what projectile to shoot...
Count how many to shoot?
DelayPerProj time in seconds inbetween each firing of the projectile
DelayisROF true turns DelayPerProj into Rate of fire per minute. so if you put 60 it'll fire 1 bullet a second. 120=2bullets a second or 0.5second delay
FireingSound this branch of variable allows you to add a fireing sound each time a projectile is fired
FireingSound->Sound what sound file to use? NOTE: you can use sound-groups
FireingSound->Volume0-255 the loudness of the sound
FireingSound->Pitch -1 can make a bullpup sound like a giant cannon 0 can make the bullpup sound like a 50cal machinegun and 1 can make it sound normal
FireingSound->Radius area in unrealunits that the sound can be heard.
FireingSound->bAttenuate true means that the sound can be interupted if another sound of the same type is playing or something that is louder plays. FALSE means that The Sound cannot be cut off..
WaitTillDone True means that once it starts it can't be stopped until finished :: False means it can be interupted
ProjectileDamage leave at 0 if you want the projectile to have default damage.
ProjectileSpeed unrealunits in a second the projectile flies. leave at 0 if you want the projectile to have default speed
DamageRadius only applies to explosive projectiles. area in unrealunits that it damages
SpawnJitterArea X/Y/Z area of where the projectile can spawn and it chooses randomly within that area. usefull for simulating lots of enemies
AccuracySpread 25.0 = 25degree spread of projectiles 0.0= perfect accuracy
ProjectileType what projectile to shoot...
Count how many to shoot?
DelayPerProj time in seconds inbetween each firing of the projectile
DelayisROF true turns DelayPerProj into Rate of fire per minute. so if you put 60 it'll fire 1 bullet a second. 120=2bullets a second or 0.5second delay
FireingSound this branch of variable allows you to add a fireing sound each time a projectile is fired
FireingSound->Sound what sound file to use? NOTE: you can use sound-groups
FireingSound->Volume0-255 the loudness of the sound
FireingSound->Pitch -1 can make a bullpup sound like a giant cannon 0 can make the bullpup sound like a 50cal machinegun and 1 can make it sound normal
FireingSound->Radius area in unrealunits that the sound can be heard.
FireingSound->bAttenuate true means that the sound can be interupted if another sound of the same type is playing or something that is louder plays. FALSE means that The Sound cannot be cut off..
WaitTillDone True means that once it starts it can't be stopped until finished :: False means it can be interupted
ProjectileDamage leave at 0 if you want the projectile to have default damage.
ProjectileSpeed unrealunits in a second the projectile flies. leave at 0 if you want the projectile to have default speed
DamageRadius only applies to explosive projectiles. area in unrealunits that it damages
SpawnJitterArea X/Y/Z area of where the projectile can spawn and it chooses randomly within that area. usefull for simulating lots of enemies
AccuracySpread 25.0 = 25degree spread of projectiles 0.0= perfect accuracy
FA_ResetER
Spoiler!
this Resets any trigger to it's origonal state and setting it had at map spawn
Triggers this where you will list the triggers(their tags) you want to reset.. in theory you can also use this to reset movers and such but i only intended it for use of trigger.. feel free to experiment ^_^
FinishedEvent it fires this event when it's finished.
Triggers this where you will list the triggers(their tags) you want to reset.. in theory you can also use this to reset movers and such but i only intended it for use of trigger.. feel free to experiment ^_^
FinishedEvent it fires this event when it's finished.
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Legal Bull****:
Anyone and Everyone May Use, Modify, change, in other words have these scripts/Files for their own use
you have full permission. i don't even care if i get credit, trivial things such as that are of no concern to me
Clearification/explaination: i've been raised with the idiology that it is Extremely rude to expect any kind of reward/credit for preforming any kind of work or assistance unless we specifically ask for it right before we perform such actions. and sense i did not ask for it this work is free game to anyone by my book
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