Legacy:Deadly Fan - Unreal Wiki

# Legacy:Deadly Fan

### From Unreal Wiki, The Unreal Engine Documentation Site

## Introduction

This is a tutorial on how to create a rotating fan which actually sucks you in and kills you. It's actually very simple ;)

For the Deadly Fan you'll need to add several new actors to your level. I'm assuming you know the basics of all of these actors – you may want to browse the class spec pages before you start.

- Fan2: This is the fan ;)
- SpecialEvent: This will actually kill the player.
- Trigger: This will make sure the player will get killed.
- ZoneInfo: This is going to make sure that the player gets sucked into the fan.

## Let's get to work

### Fan2

Just add this Fan2 decoration where you want the fan to be in your level. You can adjust its scale in its properties Display -> Drawscale.

### SpecialEvent =

I added one SpecialEvent to my level. The position of this actor doesn't matter.

Make sure its properties are similar to these.

- SpecialEvent1
  - Events:
    - Tag: TheFanHitsYou
  - Object:
    - InitialState: DamageInstigator (or KillInstigator)
  - SpecialEvent:
    - Damage: 100000 (not necessary when you use InitialState KillInstigator)

If you're using KillInstigator, you can set the SpecialEvent to display a custom death message when it kills a player:

- SpecialEvent -> DamageType = SpecialDamage
- SpecialEvent -> DamageString = %o was hacked. %k (for example. "%o" will be replaced with the player's name, "%k" will be removed, but it won't work without it.)

### Trigger

You'll need to add several Triggers with a small radius but with a large height. Just make sure the Triggers cover the entire Fan and using several Triggers with smaller radii makes sure you don't get killed abnormally early (as in: before you hit the fan ;)). Look at the two pics on this page to see what I mean.

Also make sure all Triggers have this:

- Events:
  - Event: TheFanHitsYou

### ZoneInfo

This is the tricky part. You need to zone off a certain area in your level in which the Fan will suck you in. Once you got your zone, add a ZoneInfo in it.

The last thing you need to do is change the ZoneVelocity. So, open the ZoneInfo's properties and go to ZoneInfo -> ZoneVelocity.

In my testlevel I had these settings:

- X: 250.000000
- Y: 0.000000
- Z: 0.000000

But this will probably need to be changed to suit the situation in your own level.

## Conclusion

You're basically done :) Boot your level and let yourself slide ;).

## Notes

Instead of the Trigger-SpecialEvent combination, you can also use TriggeredDeath. Then you just need to add several TriggeredDeath-actors on the positions the Triggers are now in. You'll also need to remove those usual Triggers and the SpecialEvent.

## Comments

Place your comments on this tutorial here :).

The Twiggman: Lol back in the day I did the same idea but I used a rotating mover and A thin undetectable solid that you would get pushed into and expload on. Good old encroach damage. Might wanna do some zoning also to create some gravity suction. Sweet though.

## Related Topics

- Dynamics topic page

Categories: Legacy Mapping | Legacy Tutorial

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