https://wiki.beyondunreal.com/w/index.php?action=history&feed=atomLegacy talk:TriggeredDeath - Revision history2017-11-17T23:26:06ZRevision history for this page on the wikiMediaWiki 1.25.1https://wiki.beyondunreal.com/Legacy_talk:TriggeredDeath?diff=46377&oldid=prevSeriousBarbie: moved discussion here; added replacement code for TriggeredDeath2016-10-22T00:13:40Z<p>moved discussion here; added replacement code for TriggeredDeath</p>
<p><b>New page</b></p><div>'''Ike Bart:''' I first thought it was something that only works when triggered like the [[Legacy:PressureZone|PressureZone]]<br />
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'''Ike Bart:''' For some odd reason, scripted pawns that touch the TriggeredDeath come back as ghosts after you die. The only way to kill them off without using any commands to get rid of pawns is to hit them with certain weapons from the [[Legacy:U4et|U4et]] mod for UT.<br />
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'''Wormbo:''' TriggeredDeath uses the victim's HidePlayer() method after calling Died(), maybe this messes up the Pawn's states.<br />
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[[Legacy:RenameMe|RenameMe]] - TriggeredDeath(UT)<br />
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BTW - Could we actually create that WikiTag?<br />
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'''Tarquin:''' Sure. But I thought this was a UT-only class<br />
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== Replacements ==<br />
=== TriggeredDeathSB ===<br />
<br />
<uscript>/******************************************************************************<br />
Fix for UnrealShare.TriggeredDeath: if touching Actor is a ScriptedPawn, it<br />
will be destroyed.<br />
******************************************************************************/<br />
class TriggeredDeathSB extends TriggeredDeath;<br />
<br />
auto state Enabled {<br />
function Touch(Actor Other) {<br />
Super.Touch(Other);<br />
if (ScriptedPawn(Other) != None)<br />
Other.Destroy();<br />
}<br />
}<br />
</uscript>Simple replacement for the ScriptedPawn-Does-not-get-killed bug. --[[User:SeriousBarbie|SeriousBarbie]] ([[User talk:SeriousBarbie|talk]]) 20:13, 21 October 2016 (EDT)</div>SeriousBarbie