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# ElevatorTriggerPlus

UT :: Actor (UT) >> Triggers (UT) >> ElevatorTrigger >> ElevatorTriggerPlus (custom)

The elevator trigger only responds to proximity. This class disables proximity but adds tag event response.

    //=============================================================================
    // ElevatorTriggerPlus.
    //=============================================================================
    class ElevatorTriggerPlus extends Triggers;

    // A special trigger devised for the ElevatorMover class, since
    // detecting one trigger message is not enough to determine 2 or more
    // different commands (like up/down). When an event
    // triggers it, it sends a message to the ElevatorMover with the desired
    // keyframe change and moving time interval.

    var() int GotoKeyframe;
    var() float MoveTime;
    var() bool bTriggerOnceOnly;

    //
    // Called when something triggers the trigger.
    //
    function Trigger( actor Other, pawn EventInstigator )
    {
    local ElevatorMover EM;
    // Call the ElevatorMover's Move function
    if( Event != '' )
    foreach AllActors( class 'ElevatorMover', EM, Event )
    EM.MoveKeyframe( GotoKeyFrame, MoveTime );

    if( bTriggerOnceOnly )
    // Ignore future touches.
    SetCollision(False);
    }

## Implementation

1. open actor browser
2. click on "triggers"
3. click "class" → "new script"
   1. package: MyLevel
   2. name : ElevatorTriggerPlus
4. put the code over the small code UT put there
5. tools → compile changed
6. use the trigger in your level before you save and exit or it wont save it

(there's a page that explains this you can link to: Create A Subclass)

## Credit

Taken from http://forums.beyondunreal.com/showthread.php?t=88718

Credit to "The_Countess".

Tarquin: Is this for UT or UT2003?

Wormbo: AFAIK there's no class'ElevatorMover' for UT2003.

Tarquin: Doh!

Category Custom Class

Category Class (UT)

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