Legacy:Shoot One, Shoot Two, Shoot Three - Unreal Wiki

# Legacy:Shoot One, Shoot Two, Shoot Three

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## 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.

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

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'

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'

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'

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 :)

## Related Topics

- Trigger Systems: more examples of using triggers to create complex behaviour
- Types of Trigger: brief summary of trigger actors

Categories: Legacy Mapping | Legacy Tutorial

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