I've been thinking about how to get done what I've discovered needs to happen for my portal map (those with lots of UT99 experience will know that a portal map is one in which players can choose a URL (destination via the web, in-game or otherwise) to go to via in-game teleporters). The situation I have to create is quite specific but unique, (I think).
The necessity is, thus:
- Players spawn in the portal section of my map.
- They then walk toward a special teleporter setup, complete with a visual effect (appearing in front of them), and sounds that play.
Two things should then happen, once when entering the actor's radius and once when exiting:
- A mover with a visual effect [attached] enters the player's view when (player) enters the radius of this special trigger (or would disappear if exiting it and play a different sound = "Access Denied!"). The 2 sounds (see next point) are to be only audible by the player that triggered them, not by anyone else within the vicinity.
- 2 sounds, (audible to ONLY triggering player), play separately: one on entry, a different one on exit (i.e walking backwards AWAY from the special trigger's radius, (which in turn would cause the effect to disappear if no one else nearby also inside the radius)). "Access Permitted!" would play immediately after the mover (and its attached effect) has opened. "Access Denied!" would play immediately after the mover (and its attached effect) has closed. Sounds (when played) must be played (once, not looped!) from the area where the player IS, not from the mover/s. As things are now, for operational purposes, the movers cannot be placed close to (within ear-shot) the players.
Basic facts: The special trigger actor needs to work as 'Trigger Control', meaning, a player ENTERS its radius sets off the visual effects attached to the mover and then plays the "Access Permitted!" sound once and will wait indefinitely (while there's a player (or players) inside its radius), until the player (or players), EXITS its radius (as opposed to LEAVING its radius via the teleporter which is within its radius), sets off the mover (and attached effect) BACK to its original place THEN plays "Access Denied!" sound (maybe after a short pause, say 1sec). Again, just to reiterate, the 2 sounds played must only be heard by the player who sets them off, no one else. Incidentally, if the mover (with attached visual effect (particles) has activated to its OPEN position already and another player enters the radius, the sound just needs to play for the new player, the mover & effect doesn't need re-activate for that 2nd instance.
With regards to the movers in my map now, setting the "Access Denied!" sound to one of them (Closing Sound in Mover Properties>Mover Sounds) which closes, it can't play the sound audibly because it's already gone well out of ear-shot before it can play, regardless of a delay or move time (the move time needs to be instant) to the mover; hence the need for this special 'Entry & Exit' trigger.
IMPORTANT 1: The visual effect (attached to a mover), needs to be triggered/set-off by anyone (priority given to it if it's already in view) but it needs to stay in player's view whenever there's a player nearby inside the trigger's radius, regardless if it's 1 player or (upto) 8 and regardless if anyone else leaves its radius, (if THEY leave, THEY get the "Access Denied!" sound played (only) to them but the effect stays there for the other players who are still inside the radius of this special trigger). I hope this makes sense.
IMPORTANT 2: This actor *MUST* work in online games.
The portal area of my map is a fast-paced environment, so it needs to be quick, reliable and fully functional.
I have the visual effect and relevant lights performing how I want. I just need the behaviour of them and the interaction between the player/s and the sounds to suit the features and functionality of the visuals in the scene so it doesn't annoy repeat players, besides, who wants to hear every "Access permitted!" when up to 8 players are all scrambling to enter the zone at the same time? It'd get annoying and very confusing very quickly. I looked at Lode's All About Mover site and there's nothing in there that I can see which helps me accurately do what I need, either.
Any ideas or tips welcome. Thanks.
TO CLARIFY
On player ENTRY to trigger radius: Move mover to OPEN then when done play sound A (to instigator only). On player EXIT from trigger radius: Move mover to CLOSED then when done play sound B (to instigator only).
Remembering Important Rules 1 & 2 above. Sounds must only be able to be heard by the person who activated them.
On player ENTRY to trigger radius: Move mover to OPEN then when done play sound A (to instigator only). On player EXIT from trigger radius: Move mover to CLOSED then when done play sound B (to instigator only).
Remembering Important Rules 1 & 2 above. Sounds must only be able to be heard by the person who activated them.
For what it's worth, I have looked at a special event and also looked at using a dispatcher but there seems to be nothing (even when combined) which accurately does what I need to happen in the way I need to; that is, unless I've overlooked something more advanced which already exists and would do the task 100% accurately - if so, how would I set it up properly?
I can send you the map if you need to really see the scene itself, it that would help you help me get this right, then I can send it over to you, (it's a large file, but I have Dropbox). There are two tall 'interior towers' at the bottom of the map, (north and south (from Top view)); they both need the actor for the visuals and 'up-lift/kick tubes' things to work properly.
Here's a screenshot of the scene just to give you a rough idea of what I'm trying to deal with:
The 4 triggers you see in the middle of the screenshot are:
[*]White tube trigger light on/off (Trigger Control).
[*]Blue tube trigger light on/off (Trigger Control).
[*]White particle effect [mover] up/down (Trigger Control).
[*]Blue ]White particle effect [mover] up/down (Trigger Control).
The movers (and attached particle effects) are WAYYYY deep inside the base of the towers' centres below the up-tubes due to the particle effects having to be so tall, (they themselves cannot be triggered, I'm reliably told).
Thanks! I really appreciate the time you've already taken to read this post, thank you!
Long live Unreal Tournament!