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Essentially, I am making a path for a pawn to follow (once the player has activated the trigger to get it going) and when he gets to its destination, the pawn dies.
What series of events, triggers, tags, etc. would I need to use in order for this to work?
Trigger => Events => Event = "SomethingHere"
SpecialEvent => Events = >Tag = "SomethingHere".
SpecialEvent => Object => InitialState = "KillInstigator".
If you want to prevent another creature (or the player) from dying by this setup, you can set the Trigger to only work once by setting the trigger to bTriggerOnceOnly = True under the Trigger tab of the Trigger's properties.
If you want only a certain type of pawn to activate the trigger, set, under the same tab, TriggerType to TT_ClassProximity, and set the desired class(es) in ClassProximityType (you can select the desired class directly from the Actor Browser, just select the desired type of monster). You can combine this with TriggerOnceOnly.
Say the player walks up to a window, that activates a trigger that then causes the monster to start walking towards the kill switch.
What trigger might I also use in order for a pawn to walk a certain path?
(Sorry bout the butt load of questions, working on a project and I'm sorta new to this stuff)
Set an AlarmPoint wherever you need the creature to go (the end of its path), and make sure there's a path between it and creature's starting poing.
Set a trigger in front of the window and trigger the ceature's Tag. Change the Creature's AlarmTag to match the AlarmPoint's tag.
That should be enough to have the guy move to the desired location.
Check your events tag. The Trigger's Event must match the creature's Tag. I just tested the setup with a random mercenary in a corridor and it works fine.
Is you creature in ATTITUDE_Hate ?
If the creature can't be reached and can't be reached later in the game (which seems to be the case, given that the entire thing is supposed to kill it), set it to ATTITUDE_Hate, no matter what and it will work as desired.
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