Smeerkat's UED Tutorial - PressureZone

NOTE : I would consider this an advanced Unrealed tutorial. To attempt this technique, you must already understand the basic principles of Triggers, Movers and Zones.

[Unreal Tournament] The PressureZone is a fun gimmick to add to a multiplayer map. You must have something special inside the zone, to entice your opponents to walk in there. Then you press a button, and watch the helpless victim depressurize! The classic example of this, is in DM-Pressure.

For this tutorial, I used DM-Pressure as an example. This map is available on the retail CD.

Capsule summary: A trigger activates a mover (the door to the pressure chamber), then the mover activates the PressureZone. A TrapSpringer is used to train the bot to shoot the trigger.

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Actor Class browser > Info > ZoneInfo > PressureZone
Actor Class browser > Inventory > TrapSpringer
(IMG 1)

Properties 1

(IMG 2)
Properties 2

IMG 1: Right-click on the PressureZone actor, and select "PressureZone Properties"

The Events > Tag is "dapressurezone"

The door that seals the pressure chamber shut, is a Mover brush that has Events > Event = "dapressurezone"

DieFatness = 255. That's fat!

KillTime = 4 seconds. It gives you some time to watch the show.

IMG 2: PressureZone Properties (continued)

In order for you to enter a customized DamageString, the DamageType must be SpecialDamage.

%o will show in-game the victim's name. %k will show in-game the killer's name.



The Mover and its Trigger
(IMG 3)
The door

(IMG 4)
Mover Properties

(IMG 5)
The trigger

(IMG 6)
Trigger Properties

IMG 3: The door (a Mover brush) is initially open. When the trigger is activated, it moves up and seals the chamber.

NOTE: You must use sheet brushes as ZonePortals, to ensure that the chamber is a separate Zone from the rest of the map. Otherwise... hehe...

IMG 4: Right-click on the Mover brush to see its "Mover Properties":

Events > Event = dapressurezone

Events > Tag = DisFat . This means that a Trigger (with Event = DisFat) will activate the Mover.

IMG 5: Screenshot of the Trigger in-game.

It's next to the button on the chamber wall, so the player thinks he's shooting the button when in fact he's shooting the Trigger.

IMG 6: Trigger Properties: Events > Event = DisFat.

Events > Tag = TRIGB. This tag is for the TrapSpringer.

TriggerType = TT_Shoot. So the player has to shoot the Trigger to activate the Mover.

ReTriggerDelay = 9 seconds. You need to add a delay here, to give adequate time for the Mover to move and the PressureZone to kill the victim.

For the bots: a TrapSpringer
(IMG 7)
The Trap Springer

(IMG 8)
TrapSpringer Properties

IMG 7: How the TrapSpringer actor looks in the editor.

The TrapSpringer is required, if you want bots to activate the PressureZone.

IMG 8: Right-click on the TrapSpringer actor to see the TrapSpringer Properties.

bShootIt = True : that's self-explanatory.

TrapTag = DisFat

TriggerTag = TRIGB



Have any questions or comments about this tutorial?
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