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Shoot One, Shoot Two, Shoot Three

Summary

This tutorial demonstrates how to create an object that makes a different sound each time it is shot by a player.

In brief: we will encase a cube with a Trigger of type "TT_Shoot". Then we’ll add a RoundRobin that monitors the Trigger and controls three SpecialEvent actors. Each SpecialEvent plays a different sound, "One," "Two," "Three!"

Instructions

  1. Create a room
  2. Add a 64x64 cube somewhere on the floor in the room.
  3. Add a Trigger to the map (see Actor Overview), and place it dead-center inside the cube from Step 2. Set the following properties for the Trigger:

    Trigger Properties

    Name Value
    Events → Event shot
    Trigger → TriggerType TT_Shoot
  4. Add a SpecialEvent anywhere in the map. Edit the following properties of the SpecialEvent:

    SpecialEvent #1 Properties

    Name Value
    Events → Tag one
    Object → InitialState PlayersPlaySoundEffect
    SpecialEvent → Sound Sound'Announcer.(All).cd1'
  5. Add another SpecialEvent anywhere in the map. Edit the following properties of the new SpecialEvent:

    SpecialEvent #2 Properties

    Name Value
    Events → Tag two
    Object → InitialState PlayersPlaySoundEffect
    SpecialEvent → Sound Sound'Announcer.(All).cd2'
  6. Add one more SpecialEvent anywhere in the map. Edit the following properties of this final SpecialEvent:

    SpecialEvent #3 Properties

    Name Value
    Events → Tag three
    Object → InitialState PlayersPlaySoundEffect
    SpecialEvent → Sound Sound'Announcer.(All).cd3'
  7. Finally, add a RoundRobin anywhere in the map. Edit the following properties of the RoundRobin.

    RoundRobin Properties

    Name Value
    Events → Tag shot
    RoundRobin → bLoop True
    RoundRobin → OutEvents → [0] one
    RoundRobin → OutEvents → [1] two
    RoundRobin → OutEvents → [2] three

Now, launch the map, point your gun at the cube and fire away!

Extra: If you want to, say, have a message at one shot, three shots, and seven shots, you can for example assign the SpecialEvents the tags 'one', 'three' and 'seven'.

Then you assign Roundrobin as follows:

RoundRobin → Outevents → [0] one
RoundRobin → Outevents → [1] X
RoundRobin → Outevents → [2] three
RoundRobin → Outevents → [3] X
RoundRobin → Outevents → [4] X
RoundRobin → Outevents → [5] X
RoundRobin → Outevents → [6] seven

Here, X stands for any Eventname you care to use, it doesn't matter what name, but the Outevents between the events you really care about HAVE to have a name, otherwise it won't work.


xX)(Xx: Nice! Good, well thought out and easy to understand tutorial, hope you write more, just like a tutorial should be :)

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