Remove actor with a trigger

Anything about UT2004 mapping, Uscripting & more
Post Reply
Deadman Switch
Posts: 2
Joined: Tue 13. Aug 2013, 16:18
Description: The pandemonium is our destiny

Remove actor with a trigger

Post by Deadman Switch »

Hi!

I'm learning how to create ut2004 maps.
I would like to create an assault map, where there is a tank static mesh, and once the attackers put the energy core into the tank, remove the mesh, and enable the tank factory.

Everything works fine, but the removeactor function doesn't work. I have no idea what did I wrong.
I know it's an onslaught server, but I hope somebody can help me.

I attached the map to the post.

Thanks in advance
Attachments
AS-vehicle.rar
AS-vehicle
(13.61 KiB) Downloaded 523 times
User avatar
Pegasus
Posts: 1321
Joined: Wed 4. Nov 2009, 23:37
Description: ONSWordFactory
Location: Greece

Re: Remove actor with a trigger

Post by Pegasus »

I'm no AS map editor and I've spent minimal time learning the particulars of the gametype's specific actors and design, but here's a bit of investigative info based on my general UEd knowledge to tide you over 'till an expert chimes in: in all stock AS maps I opened, no ScriptedTrigger anywhere uses your DestroyActor action; its usage and popularity is literally 0. Since we know that in plenty of those maps the achievement of an objective is occasionally accompanied by some emitter fireworks and the removal of some obstructing geometry, it might be more prudent to examine how those maps do it. When we're not talking about destroyable objective actors (those that have damage pts players must chip off), I think the more usual method involves movers that simply shift away at the proper time. Maybe instead of a st.mesh your tank should be a mover that sinks below the group after a few secs and just as the vec factory's done with its spawn emitter? Just a thought there... As to why the st.mesh isn't getting destroyed, it could simply be that such actors lack even a destroy function in their code; their name does suggest, after all, they're meant to be static.
Eyes in the skies.
Image
User avatar
Wormbo
Posts: 384
Joined: Sun 28. Aug 2011, 12:52
Description: Coding Dude

Re: Remove actor with a trigger

Post by Wormbo »

Actor destruction is irreversible and thus not suitable for Assault maps. Have a look at how it's done in AS-Junkyard. After all, that map does exactly the same as what you are trying to do.
Post Reply