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# SpecialEvent

UT :: Actor >> Triggers (UT) >> SpecialEvent

Replaced in UT2003 by the ScriptedTrigger.

The SpecialEvent actor is a sort of mixed bag of odds and ends. It is essentially a triggerable actor, but what it actually does on being triggered depends on the Object → InitialState property has been set to.

Rather than list properties, it's probably simpler to list the different states, and for each state which properties are actually relevant.

## State PlayerPath

From the script: Sends the player on a spline path through the level.

These spline paths are created using the InterpolationPoint Actors. Take CityIntro for example.

(experimental layout)

SpecialEvent | Events → Tag | 'intro'
| Object → InitialState | PlayerPath
Trigger | Events → Event | 'intro'

There is one SpecialEvent with these options:

- Events:
  - Event: Path
  - Tag: Intro
- Object:
  - InitialState: PlayerPath

Now to activate this Cinematic Sequence. There is need of a regular trigger, placed right at the position where the player spawns. This trigger has the following settings:

- Events:
  - Event: Intro

That should do it

## State PlayAmbientSoundEffect

From the script: Place Ambient sound effect on player

This causes the player to emit an ambient sound until his AmbientSound property is reset to None.

## State PlayersPlaySoundEffect

From the script: Play a sound.

This state can be used when you want to play sound effects which you want to be heard by all players.

Note: The sounds played here might cut off player speech.

## State PlaySoundEffect

From the script: Play a sound.

A sound is played at the location of the SpecialEvent.

## State KillInstigator

From the script: Kill the instigator who caused this event.

This kills the pawn that triggers it. This is useful for producing custom death messages at particular spots on a map where using a Zone with kill settings is inconvenient. Set the following properties:

- DamageType = SpecialDamage
- DamageString = %o was hacked. %k (for example)

The string is parsed somewhere else in the code – following the chain of code to that point is one of UnrealScript's famous wild goose chases.

- %o is the player who is being killed
- %k is the killer – in this case, this is nobody so the %k token will removed from the string with no replacement.

For some arcane reason, the %k is essential. If you omit it, it will not work. See Message Placeholder for more on this.

## State DamageInstigator

From the script: Damage the instigator who caused this event.

This causes the player who triggers it a certain amount of damage. Note that this amount seems to change according to bot skill, and that setting a custom death message should the player be killed by taking this damage does not seem to be possible.

Prize of 100 guineas to a mapper who can make this work... with proof!

## State DisplayMessage

From the script: Just display the message.

This can be set to either display to all players or just the player who instigated the event.

## Related Topics

- The main Dynamics topic page covers all things related to triggers
- Types of Trigger
- Event explains how actors trigger each other
- Examples of this actor in action:
  - Lightning Storm tutorial
  - Landmines tutorial

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