Temple of Thoughts

Monday, April 18, 2005


Here is my results from some research on the various types of Triggers in the unreal engine:



Proximity Trigger
Your basic trigger. When an object comes within a radius it is activated. This object can be either the player, or any particular game class. If we were to create for example - a ‘bowl’ class – a trigger can be set up only to respond when a bowl is near it.
Possible uses: Lot of uses.

Shoot Trigger
Activated when shot. A damage threshold can be given, so it will only trigger if the damage applied is above that threshold.
Possible uses: Keypad. ‘Shoot’ the button you want to press.

Use Trigger
Now here is on I never noticed before. The trigger will be activated when the player is within a radius, and presses the ‘use’ key.
Possible uses: Pressing buttons, moving objects. Allow the player to get a good look at something before activating it.

Line of Sight Trigger
Activated when the player views an object. View angle and distances can be set.
Possible uses: Do not show a person/movie unless the player is looking in the correct direction first.

Material Trigger
When activated, it can change a texture. Texture can be on a wall, mesh, person, anything.
Possible uses: When the torch is close to the wall paintings, they start dancing.

Music Trigger
When activated, it will change the game music. Music can fade in and out on changes.
Possible uses: Having different music for outside and inside the temples. Music changes when the fire pit is ignited.

Instead of instantly being activated, a counter will count down a set number of seconds before activating.

Redirection Trigger
Redirects the activation event string to a ‘pawn’ class. Pawn classes are usually used for players and computer controlled people, but can be used for anything. Could be useful for controlling an object through a number of triggers. Would require extra coding.
Possible uses: Controlling the sun/star shard.

Condition Trigger
I don’t fully understand this one. Used for controlling AI so I don’t think its relevant to this project.


  • Triggers can be ‘connected’ – for example, when a line of site trigger is activated, it in turn activates a counter, which then counts down and activates both a music trigger and a material trigger.

  • Triggers can display a message on the screen when triggered.

  • Triggers can be set to only trigger once, or be given a time before it can next be activated.


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