A various collection of volumes that can be very essential for map design.
A volume that changes the variable bTouching in accordance with whether or not the current player is touching the volume or not. Can be very useful in situations where you need to know if the player is currently in a specific spot or not.
Variables
bTouching - If true, the current player is currently touching this volume
bOnlyTriggerIfHasTag - If true, then only an actor with the tag nTriggerOnlyTag will trigger the volume
nTriggerOnlyTag - If bOnlyTriggerIfHasTag=true, what the tag of the actor must be to trigger the volume
When the current player enters this volume, the current player will lose the ability to use any of their abilities. An ability is typically classified as actions the player can execute, such as jumping, punching, or interacting. This is done by setting bFrontEndPlayer=true on the current player. Due to this, you should be aware that this volume will overwrite the value of bFrontEndPlayer.
Variables
bAppliesToAnyApplicablePawns - If true, then any SHHeroPawn's that interact with this volume will be affected in the same way the player would
Drains the current player's health over a period of time while the current player remains inside the volume. Can be configured to heal the player, and to deal knockback.
Variables
fDamageRate - How often to hurt the player in seconds
fHurtAmount - How much to hurt the player each time
bHealInstead - If true, heals the player instead of hurting the player
bTakeKnockback - If true, the player will take knockback on each damage
bDamageInCutscene - If true and the player is in a cutscene, the player will continue to take damage
When the current player enters this volume, the current player will lose the ability to mount any obstacles they touch. This can be very helpful for solving issues related with the current player mounting obstacles when they should not be able to. This is done by setting MaxMountHeight=0.0 on the current player. Due to this, you should be aware that this volume will overwrite the value of MaxMountHeight.
When the current player enters this volume while using a shrink potion, the current player will pass through any solid walls that do not consist of BSP. This allows you to setup your own custom secret areas that require the use of a shrink potion to access, without the hacky collision for the secret way door.
A volume that acts like a Trigger, allowing for simple complex collision creations. You can also combine multiple trigger volumes by assigning them a specific unique group name. If you're assigning multiple trigger volumes the same group name, make sure TriggerSettings.Events and TriggerSettings.Trigger are only assigned on 1 of the trigger volumes. If you assign multiple trigger volumes with the same group name different event and trigger properties, you will run into issues. This volume supports the general InitialState types you can normally choose on triggers, but make sure you fire an event specifically to the MTriggerVolume and not the Trigger.
Important notice: this volume virtualizes a Trigger in order to function. This means that when you modify TriggerSettings.Events.Tag, you're changing the Tag of the Trigger, not the MTriggerVolume! If you need to fire an event to the MTriggerVolume directly (needed for different InitialState's), fire to the event that corresponds to the MTriggerVolume's Name.
Variables
TriggerSettings.Events - The Events property tab for the Trigger
TriggerSettings.Trigger - The Trigger property tab for the Trigger
nGroupName - A group name that can be used for combining multiple trigger volumes as a single collision. Any other trigger volumes that have the same group name will have their properties combined
bOnlyTriggerIfHasTag - If true, when an actor collides with this volume, it must have the tag nTriggerOnlyTag in order to fire an event
nTriggerOnlyTag - If bOnlyTriggerIfHasTag=true, which tag must the touching actor have in order to trigger the volume
bDisableDuringCutscenes - If true, this volume will be disabled during any cinematic cutscene playing
If a pawn interacts while inside this volume, then the volume will fire an event. Typically interactions only come from the current player. In order for the current player to interact with the volume, the player must have a key bound to the action Use.