Reason: all above decorations have an active function TakeDamage() and call function Frag() or function SkinnedFrag() in it. These functions raise the Event, if given and bOnlyTriggerable==False:
Code: Select all
class Decoration extends Actor abstract native;
...
simulated function Frag(class<fragment> FragType, vector Momentum, float DSize, int NumFrags) {
local int i;
local actor A, Toucher;
local Fragment s;
if ( bOnlyTriggerable )
return;
if (Event!='')
foreach AllActors( class 'Actor', A, Event )
A.Trigger( Toucher, pawn(Toucher) );
...
Sophisticated test map attached; that SpecialEvent also writes the message to the log file.