Home
Halo 2 Editing Kit Tutorial Prev Page Prev Page
Welcome
Introduction
About the Halo 2 Map Editor and its Tools
What's new in Halo 2 Editing
Technology Overview
The Halo 2 for Windows Vista Engine
System Requirements
Definitions & Terms
Definitions & Terms
The Development Environment
Map Editor Contents
Map Editor Installation
Additional Tools and Utilities
Development Tools Overview
.ass Exporter
Halo 2 Tool
Halo 2 Guerilla
Halo 2 Sapien
Halo 2 Map Editor Launcher
Using .ass Exporter
Using .ass Exporter
Using Halo 2 Sapien
Asset Manipulation Gizmo
Halo 2 Sapien Game Window
Halo 2 Sapien Menus
Placing Objects
Placing Lights
Spawn Zones
Decorator Brush
World Ruler
Reset Object Z Height
Gravity Lifts
Teleporters
Sound Effects
Kill Trigger Volumes
Adding Extra Vehicles & Turrets
Game Types
Game Types
Assault
Capture The Flag
Juggernaut
King of the Hill
Oddball
Slayer
Territories
Using Halo 2 Guerilla
Sky Boxes
Sky Light Values
Starting Equipment
The Object Palette
Description Text
Location Text
Map Shots
Using Halo 2 Map Editor Launcher
Using Halo 2 Map Editor Launcher
Halo 2 Tool Level Creation
Halo 2 Level Creation
Import Structure
Generate Lightmaps
Import Descriptions
Creating Unicode Strings
Building Cache Files
Halo 2 Tool Texture Creation
Import Bitmaps
General Level Design Information
Design Style Guidelines
Technical Design Rules
Design Suggestions
Player Statistics and Metrics
Equipment List
Weapons
Vehicles
Multiplayer Level Design
Getting Started
Tutorial 1: Creating an Environment in 3ds Max
Tutorial 2: Exporting an Environment from 3ds Max
Tutorial 3: Importing an Environment to Tag Format
Tutorial 4: Placing Spawn Points Using Halo 2Sapien
Tutorial 5: Creating and Editing Environment Tags Using Halo 2 Guerilla
Tutorial 6: Synching Tags and Launching into the Game Environment
Portals
Additional Resources
Links
Console Command List
File Specifications
.ass File Specification
Credits
Appendix
Sample .ass file

Kill Trigger Volumes

Previous Topic  Next Topic 

A kill trigger volume is used to create a trigger area or volume that kills the player when he enters it. These areas are most commonly used for preventing the player from going outside of the level, such as when the player falls off a cliff or into a deep chasm.

To create a kill trigger volume

1.      In Sapien, open the scenario.

2.      In the Hierarchy Pane, click the Mission folder, the Game Data folder, and then the Kill Trigger Volume folder.

3.      In the Game Window, right-click to place the kill trigger volume and adjust it as you want.

Note: Do not change the name of the kill trigger volume from its default name, as this may prevent the kill trigger volume from working.

4.      Save your .scenario file, create a new .map cache file, and then run the level in game to test the kill trigger volume.

When a kill trigger volume is placed, a green cube appears with a Gizmo located in its lower-left corner. When the kill trigger volume is selected, it is green; when unselected, it is red.

The kill trigger volume can be selected and manipulated just like any other object. To adjust the orientation of the kill trigger volume, simply use the Gizmo to move or rotate it around as you would any other object. (For information about moving and rotating objects, see the Asset Manipulation Gizmo section.)

You can also move its position by manually entering values in the position boxes for x, y, and z in the Properties Palette.

To change the dimensions of the kill trigger volume, hover the mouse over any of the kill trigger volume’s edges to highlight the side. When highlighted, click and drag the face along its axis.

Make sure the kill trigger volume covers the entire area you wish to have affected. The kill trigger volume can extend outside the level or intersect or penetrate the level geometry. A level can have more than one kill trigger volume.