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Difference between revisions of "Flow"

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== CATEGORY: AI ==
+
== AI ==
  
  
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Demons following an AI Combat path will move to the last combat point and defend it. You can't stop here, this is demon country!
 
Demons following an AI Combat path will move to the last combat point and defend it. You can't stop here, this is demon country!
  
{| class="wikitable" style="width: 60%;"
+
INPUTS
!'''INPUTS'''
+
|}
+
  
'''Follow''' Lead a demon to the AI navigation point.
+
;Follow: Lead a demon to the AI navigation point.
  
{| class="wikitable" style="width: 60%;"
+
OUTPUTS
!'''OUTPUTS'''
+
None (implicit On Reached output.)
|}
+
 
+
'''None''' (implicit On Reached output.)
+
  
  
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The Classic AI Conductor will auto-populate a linear level with increasingly difficult demon encounters that do not respawn behind you.
 
The Classic AI Conductor will auto-populate a linear level with increasingly difficult demon encounters that do not respawn behind you.
  
{|INPUTS|}
+
INPUTS
  
Set Active: Activate the object, allowing it to accept inputs and signal outputs.
+
;Set Active: Activate the object, allowing it to accept inputs and signal outputs.
 
+
;Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
+
;Pause Spawning: Pause spawning new AI.
 
+
;Unpause Spawning: Continue spawning new AI.
Pause Spawning: Pause spawning new AI.
+
;Change Tier: Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
 
+
;Reset Tier: Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.
Unpause Spawning: Continue spawning new AI.
+
 
+
Change Tier: Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
+
 
+
Reset Tier: Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.
+
  
 
OUTPUTS
 
OUTPUTS
  
None
+
;None
  
  
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INPUTS
 
INPUTS
  
Set Active: Activate the object, allowing it to accept inputs and signal outputs.
+
;Set Active: Activate the object, allowing it to accept inputs and signal outputs.
Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
+
;Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
Pause Spawning: Pause spawning new AI.
+
;Pause Spawning: Pause spawning new AI.
Unpause Spawning: Continue spawning new AI.
+
;Unpause Spawning: Continue spawning new AI.
Change Tier: Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
+
;Change Tier: Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
Reset Tier: Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.
+
;Reset Tier: Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.
  
 
OUTPUTS
 
OUTPUTS
  
On Spawn Waves Started: When an AI Conductor starts spawning waves, send a signal. There is no activator.
+
;On Spawn Waves Started: When an AI Conductor starts spawning waves, send a signal. There is no activator.
On Spawn Break Started: When an AI Conductor starts a break between waves, send a signal. There is no activator.
+
;On Spawn Break Started: When an AI Conductor starts a break between waves, send a signal. There is no activator.
  
  
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INPUTS
 
INPUTS
  
Follow: Lead a demon to the AI navigation point.
+
;Follow: Lead a demon to the AI navigation point.
  
 
OUTPUTS
 
OUTPUTS
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INPUTS
 
INPUTS
  
Kill AI: Kill an AI. Expects an AI as an activator.
+
;Kill AI: Kill an AI. Expects an AI as an activator.
Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
+
;Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
+
;Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
+
;Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Set Point Of Interest: Apply a POI icon to the object.
+
;Set Point Of Interest: Apply a POI icon to the object.
Clear Points Of Interest: Remove any POIs that have been set.
+
;Clear Points Of Interest: Remove any POIs that have been set.
Remove Demon: Will remove a demon from a map. Does not send a signal for killing AI.
+
;Remove Demon: Will remove a demon from a map. Does not send a signal for killing AI.
  
 
OUTPUTS
 
OUTPUTS
  
On AI Spawned: When an AI is spawned, send a signal. The spawned AI is the activator.
+
;On AI Spawned: When an AI is spawned, send a signal. The spawned AI is the activator.
On Hurt: When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.
+
;On Hurt: When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.
On Killed: When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.
+
;On Killed: When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.
  
== CATEGORY: AUDIO ==
+
== AUDIO ==
  
 
===2D Speaker===
 
===2D Speaker===
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INPUTS
 
INPUTS
  
Play: Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
+
;Play: Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound: Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
+
;Stop Sound: Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
Update Sound: Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
+
;Update Sound: Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
  
 
OUTPUTS
 
OUTPUTS
  
On Sound Finished: When the sound clip has finished, send the signal. The activator is unchanged from the input signal.
+
;On Sound Finished: When the sound clip has finished, send the signal. The activator is unchanged from the input signal.
  
  
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INPUTS
 
INPUTS
  
Play: Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
+
;Play: Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound: Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
+
;Stop Sound: Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
Update Sound: Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
+
;Update Sound: Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
  
 
OUTPUTS
 
OUTPUTS
  
On Sound Finished: When the sound clip has finished, send the signal. The activator is unchanged from the input signal.
+
;On Sound Finished: When the sound clip has finished, send the signal. The activator is unchanged from the input signal.
  
  
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INPUTS
 
INPUTS
  
Play: Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
+
;Play: Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound: Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
+
;Stop Sound: Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
Update Sound: Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
+
;Update Sound: Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
  
 
OUTPUTS
 
OUTPUTS
  
On Sound Finished: When the sound clip has finished, send the signal. The activator is unchanged from the input signal.
+
;On Sound Finished: When the sound clip has finished, send the signal. The activator is unchanged from the input signal.
  
  
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INPUTS
 
INPUTS
  
Play Music: Play the music. Mix in the track defined in the input's properties. If Display To Activator Only is true, expects a player as an activator.
+
;Play Music: Play the music. Mix in the track defined in the input's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Music: Turn off the music. If Display To Activator Only is true, expects a player as an activator.
+
;Stop Music: Turn off the music. If Display To Activator Only is true, expects a player as an activator.
  
 
OUTPUTS
 
OUTPUTS
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INPUTS
 
INPUTS
  
Play: Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
+
;Play: Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound: Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
+
;Stop Sound: Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
  
 
OUTPUTS
 
OUTPUTS
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INPUTS
 
INPUTS
  
Play: Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
+
;Play: Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound: Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
+
;Stop Sound: Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
Update Sound: Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
+
;Update Sound: Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
  
 
OUTPUTS
 
OUTPUTS
  
On Sound Finished: When the sound clip has finished, send the signal. The activator is unchanged from the input signal.
+
;On Sound Finished: When the sound clip has finished, send the signal. The activator is unchanged from the input signal.
  
== CATEGORY: COMMUNICATION ==
+
== COMMUNICATION ==
  
 
===World Text===
 
===World Text===
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INPUTS
 
INPUTS
  
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
  
 
OUTPUTS
 
OUTPUTS
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INPUTS
 
INPUTS
  
Show: Show the Message. Hides itself automatically using the Message Duration property.
+
;Show: Show the Message. Hides itself automatically using the Message Duration property.
  
 
OUTPUTS
 
OUTPUTS
  
On Message Finished: When the message has finished, send a signal. The activator is unchanged from the input signal.
+
;On Message Finished: When the message has finished, send a signal. The activator is unchanged from the input signal.
  
  
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INPUTS
 
INPUTS
  
Play: Play the chosen callout.
+
;Play: Play the chosen callout.
  
 
OUTPUTS
 
OUTPUTS
  
On Callout Finished: When the callout has finished, send a signal. The activator is unchanged from the input signal.
+
;On Callout Finished: When the callout has finished, send a signal. The activator is unchanged from the input signal.
  
  
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INPUTS
 
INPUTS
  
Set Active: Activate the object, allowing it to accept inputs and signal outputs.
+
;Set Active: Activate the object, allowing it to accept inputs and signal outputs.
Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
+
;Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
  
 
OUTPUTS
 
OUTPUTS
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INPUTS
 
INPUTS
  
Set Active: Activate the object, allowing it to accept inputs and signal outputs.
+
;Set Active: Activate the object, allowing it to accept inputs and signal outputs.
  
 
OUTPUTS
 
OUTPUTS
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INPUTS
 
INPUTS
  
Show Objective: Show the objective on the HUD.
+
;Show Objective: Show the objective on the HUD.
Show Timer: Show a timer on the HUD.
+
;Show Timer: Show a timer on the HUD.
Show Health: Show the activator's health on the HUD. Expects an activator with health.
+
;Show Health: Show the activator's health on the HUD. Expects an activator with health.
Show Counter: Show a counter on the HUD.
+
;Show Counter: Show a counter on the HUD.
Show Resource: Show a resource, as defined in the input's properties, on the HUD.
+
;Show Resource: Show a resource, as defined in the input's properties, on the HUD.
Hide Objective: Hide the objective. The objective will exist if hidden and can be shown again later using Show.
+
;Hide Objective: Hide the objective. The objective will exist if hidden and can be shown again later using Show.
  
 
OUTPUTS
 
OUTPUTS
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None
 
None
  
== CATEGORY: DEMONS ==
+
== DEMONS ==
 
All Demons in this category share the same inputs and outputs
 
All Demons in this category share the same inputs and outputs
  
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INPUTS
 
INPUTS
  
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Set Point Of Interest: Apply a POI icon to the object.
+
;Set Point Of Interest: Apply a POI icon to the object.
Clear Points Of Interest: Remove any POIs that have been set.
+
;Clear Points Of Interest: Remove any POIs that have been set.
Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
+
;Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
+
;Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
+
;Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
  
 
OUTPUTS
 
OUTPUTS
  
On Killed: When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.
+
;On Killed: When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.
On AI Spawned: When an AI is spawned, send a signal. The spawned AI is the activator.
+
;On AI Spawned: When an AI is spawned, send a signal. The spawned AI is the activator.
On Health Percentage Reached: When the demon reaches the health threshold specified in the output's properties, send the signal. The demon is the activator.
+
;On Health Percentage Reached: When the demon reaches the health threshold specified in the output's properties, send the signal. The demon is the activator.
On Hurt: When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.
+
;On Hurt: When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.
  
  
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The Baron of Hell is the highest demon among the order of the Hell Knights.
 
The Baron of Hell is the highest demon among the order of the Hell Knights.
  
== CATEGORY: EXPLODERS ==
+
== EXPLODERS ==
  
 
All Exploders in this category share the same inputs and outputs.  
 
All Exploders in this category share the same inputs and outputs.  
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INPUTS
 
INPUTS
  
Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
Remove: Remove the object. The object will be removed from the map.
+
;Remove: Remove the object. The object will be removed from the map.
Set Point Of Interest: Apply a POI icon to the object.
+
;Set Point Of Interest: Apply a POI icon to the object.
Clear Points Of Interest: Remove any POIs that have been set.
+
;Clear Points Of Interest: Remove any POIs that have been set.
Explode: Detonate this object.
+
;Explode: Detonate this object.
  
  
 
OUTPUTS
 
OUTPUTS
  
On Destroyed: When the object is destroyed, send a signal. The object that caused the damage is the activator.
+
;On Destroyed: When the object is destroyed, send a signal. The object that caused the damage is the activator.
  
  
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== CATEGORY: Flow ==
+
== Flow ==
  
  
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INPUTS
 
INPUTS
  
Start Iteration: Start iterating.
+
;Start Iteration: Start iterating.
  
  
 
OUTPUTS
 
OUTPUTS
  
For Each Player: When started, the Player Iterator will send a signal once for each player in the map. The activator is the player being iterated over.
+
;For Each Player: When started, the Player Iterator will send a signal once for each player in the map. The activator is the player being iterated over.
  
  
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INPUTS
 
INPUTS
  
Start Iteration: Start iterating.
+
;Start Iteration: Start iterating.
  
  
 
OUTPUTS
 
OUTPUTS
  
For Each Team: When started, the Team Iterator will send a signal once for each team in the map. The activator is the team being iterated over.
+
;For Each Team: When started, the Team Iterator will send a signal once for each team in the map. The activator is the team being iterated over.
  
  
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INPUTS
 
INPUTS
  
Start Iteration: Start iterating.
+
;Start Iteration: Start iterating.
  
  
 
OUTPUTS
 
OUTPUTS
  
For Each AI: When started, the AI Iterator will send a signal once for each AI in the map. The activator is the AI being iterated over.
+
;For Each AI: When started, the AI Iterator will send a signal once for each AI in the map. The activator is the AI being iterated over.
  
  
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INPUTS
 
INPUTS
  
Test: Compare the LHS integer to the RHS integer. Any outputs will send a signal depending on the result.
+
;Test: Compare the LHS integer to the RHS integer. Any outputs will send a signal depending on the result.
  
  
 
OUTPUTS
 
OUTPUTS
  
Less Than (Integer): When tested, if the LHS integer is less than the RHS, send the signal. The activator is unchanged from the input signal.
+
;Less Than (Integer): When tested, if the LHS integer is less than the RHS, send the signal. The activator is unchanged from the input signal.
Greater Than (Integer): When tested, if the LHS integer is greater than the RHS, send the signal. The activator is unchanged from the input signal.
+
;Greater Than (Integer): When tested, if the LHS integer is greater than the RHS, send the signal. The activator is unchanged from the input signal.
At Most (Integer): When tested, if the LHS integer is less than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
+
;At Most (Integer): When tested, if the LHS integer is less than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
At Least (Integer): When tested, if the LHS integer is greater than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
+
;At Least (Integer): When tested, if the LHS integer is greater than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
Equal (Integer): When tested, if the LHS integer is equal to the RHS, send the signal. The activator is unchanged from the input signal.
+
;Equal (Integer): When tested, if the LHS integer is equal to the RHS, send the signal. The activator is unchanged from the input signal.
Not Equal (Integer): When tested, if the LHS integer is not equal to the RHS, send the signal. The activator is unchanged from the input signal.
+
;Not Equal (Integer): When tested, if the LHS integer is not equal to the RHS, send the signal. The activator is unchanged from the input signal.
  
  
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INPUTS
 
INPUTS
  
Test Numbers: Compare the LHS number to the RHS number. Any outputs will send a signal depending on the result.
+
;Test Numbers: Compare the LHS number to the RHS number. Any outputs will send a signal depending on the result.
  
  
 
OUTPUTS
 
OUTPUTS
  
Less Than (Number): When tested, if the LHS number is less than the RHS, send the signal. The activator is unchanged from the input signal.
+
;Less Than (Number): When tested, if the LHS number is less than the RHS, send the signal. The activator is unchanged from the input signal.
Greater Than (Number): When tested, if the LHS number is greater than the RHS, send the signal. The activator is unchanged from the input signal.
+
;Greater Than (Number): When tested, if the LHS number is greater than the RHS, send the signal. The activator is unchanged from the input signal.
At Most (Number): When tested, if the LHS number is less than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
+
;At Most (Number): When tested, if the LHS number is less than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
At Least (Number): When tested, if the LHS number is greater than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
+
;At Least (Number): When tested, if the LHS number is greater than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
Equal (Number): When tested, if the LHS number is equal to the RHS, send the signal. The activator is unchanged from the input signal.
+
;Equal (Number): When tested, if the LHS number is equal to the RHS, send the signal. The activator is unchanged from the input signal.
Not Equal (Number): When tested, if the LHS number is not equal to the RHS, send the signal. The activator is unchanged from the input signal.
+
;Not Equal (Number): When tested, if the LHS number is not equal to the RHS, send the signal. The activator is unchanged from the input signal.
  
  
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INPUTS
 
INPUTS
  
Test Strings: Compare the LHS string to the RHS string. Any outputs will send a signal depending on the result.
+
;Test Strings: Compare the LHS string to the RHS string. Any outputs will send a signal depending on the result.
  
  
 
OUTPUTS
 
OUTPUTS
  
Equal (String): When tested, if the LHS string is the same as the RHS string, send the signal. The activator is unchanged from the input signal.
+
;Equal (String): When tested, if the LHS string is the same as the RHS string, send the signal. The activator is unchanged from the input signal.
Not Equal (String): When tested, if the LHS string is not the same as the RHS string, send the signal. The activator is unchanged from the input signal.
+
;Not Equal (String): When tested, if the LHS string is not the same as the RHS string, send the signal. The activator is unchanged from the input signal.
Contains: When tested, if the LHS string contains the RHS string, send the signal. The activator is unchanged from the input signal.
+
;Contains: When tested, if the LHS string contains the RHS string, send the signal. The activator is unchanged from the input signal.
  
 
===Gate===
 
===Gate===
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INPUTS
 
INPUTS
  
Test Gate: Compare Boolean A to Boolean B. Any outputs will send a signal depending on the result.
+
;Test Gate: Compare Boolean A to Boolean B. Any outputs will send a signal depending on the result.
Set A: Set the first Boolean value as specified in the input's properties.
+
;Set A: Set the first Boolean value as specified in the input's properties.
Set B: Set the second Boolean value as specified in the input's properties.
+
;Set B: Set the second Boolean value as specified in the input's properties.
  
  
 
OUTPUTS
 
OUTPUTS
  
AND: When tested, if both A and B are true, send the signal. The activator is unchanged from the input signal.
+
;AND: When tested, if both A and B are true, send the signal. The activator is unchanged from the input signal.
NAND: When tested, if A and B are not both true, send the signal. The activator is unchanged from the input signal.
+
;NAND: When tested, if A and B are not both true, send the signal. The activator is unchanged from the input signal.
OR: When tested, if A or B is true, send the signal. The activator is unchanged from the input signal.
+
;OR: When tested, if A or B is true, send the signal. The activator is unchanged from the input signal.
NOR: When tested, if neither A nor B are true, send the signal. The activator is unchanged from the input signal.
+
;NOR: When tested, if neither A nor B are true, send the signal. The activator is unchanged from the input signal.
XOR: When tested, if only one of A or B is true, send the signal. The activator is unchanged from the input signal.
+
;XOR: When tested, if only one of A or B is true, send the signal. The activator is unchanged from the input signal.
XNOR: When tested, if A and B are both true or both false, send the signal. The activator is unchanged from the input signal.
+
;XNOR: When tested, if A and B are both true or both false, send the signal. The activator is unchanged from the input signal.
  
 
===Count===
 
===Count===
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INPUTS
 
INPUTS
  
Add (Count): Increase the Counter by the amount specified in the input's properties.
+
;Add (Count): Increase the Counter by the amount specified in the input's properties.
Subtract (Count): Decrease the Counter by the amount specified in the input's properties.
+
;Subtract (Count): Decrease the Counter by the amount specified in the input's properties.
Set (Count): Set the Counter to the value specified in the input's properties.
+
;Set (Count): Set the Counter to the value specified in the input's properties.
Reset Count: Reset the Counter to its default value.
+
;Reset Count: Reset the Counter to its default value.
  
  
 
OUTPUTS
 
OUTPUTS
  
On Count Reached: If the counter has reached the max count when the value changes, send the signal. The activator is unchanged from the input signal.
+
;On Count Reached: If the counter has reached the max count when the value changes, send the signal. The activator is unchanged from the input signal.
On Count Not Reached: If the counter has not reached the max count when the value changes, send the signal. The activator is unchanged from the input signal.
+
;On Count Not Reached: If the counter has not reached the max count when the value changes, send the signal. The activator is unchanged from the input signal.
  
 
===Timer===
 
===Timer===
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INPUTS
 
INPUTS
  
Start Timer: Start the Timer.
+
;Start Timer: Start the Timer.
Finish Timer: Skip the Timer straight to the end.
+
;Finish Timer: Skip the Timer straight to the end.
Stop Timer: Stop the Timer.
+
;Stop Timer: Stop the Timer.
Pause: Pause the Timer. The current value will be saved.
+
;Pause: Pause the Timer. The current value will be saved.
Reset Timer: Reset the Timer to its duration.
+
;Reset Timer: Reset the Timer to its duration.
Set Duration: Set the duration of the Timer. This does not reset a running timer.
+
;Set Duration: Set the duration of the Timer. This does not reset a running timer.
  
  
Line 583: Line 573:
 
INPUTS
 
INPUTS
  
Signal: Signal the object. The signal contains an activator.
+
;Signal: Signal the object. The signal contains an activator.
Set Delay: Set the duration, in seconds, of the delay as specified in the input's properties.
+
;Set Delay: Set the duration, in seconds, of the delay as specified in the input's properties.
  
  
 
OUTPUTS
 
OUTPUTS
  
On Signaled: When the Delay/Repeater/Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.
+
;On Signaled: When the Delay/Repeater/Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.
  
 
===Repeater===
 
===Repeater===
Line 598: Line 588:
 
INPUTS
 
INPUTS
  
Start Repeater: Start the Repeater.
+
;Start Repeater: Start the Repeater.
Stop Repeater: Stop the Repeater.
+
;Stop Repeater: Stop the Repeater.
Toggle Repeater: If the Repeater is stopped, it will start. If the Repeater is started, it will stop.
+
;Toggle Repeater: If the Repeater is stopped, it will start. If the Repeater is started, it will stop.
  
  
 
OUTPUTS
 
OUTPUTS
  
On Signaled: When the Delay/Repeater/Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.
+
;On Signaled: When the Delay/Repeater/Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.
  
 
===Relay===
 
===Relay===
Line 614: Line 604:
 
INPUTS
 
INPUTS
  
Signal: Signal the object. The signal contains an activator.
+
;Signal: Signal the object. The signal contains an activator.
  
  
 
OUTPUTS
 
OUTPUTS
  
On Signaled: When the Delay/Repeater/Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.
+
;On Signaled: When the Delay/Repeater/Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.
  
 
===Random Relay===
 
===Random Relay===
Line 628: Line 618:
 
INPUTS
 
INPUTS
  
Signal: Signal the object. The signal contains an activator.
+
;Signal: Signal the object. The signal contains an activator.
Reset Signaled  
+
;Reset Signaled Outputs: Reset signaled outputs to allow the Random Relay to reuse any previously signaled outputs.
OUTPUTS
+
;Set Signal Count: Change the number of outputs to be signaled for each input signal.
Reset signaled outputs to allow the Random Relay to reuse any previously signaled outputs.
+
Set Signal Count: Change the number of outputs to be signaled for each input signal.
+
  
  
 
OUTPUTS
 
OUTPUTS
  
On Random Relay Signaled: When the Random Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.
+
;On Random Relay Signaled: When the Random Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.
  
 
===Sequencer===
 
===Sequencer===
Line 646: Line 634:
 
INPUTS
 
INPUTS
  
Signal: Signal the object. The signal contains an activator.
+
;Signal: Signal the object. The signal contains an activator.
Reset Sequencer: Reset the Sequencer to its initial settings.
+
;Reset Sequencer: Reset the Sequencer to its initial settings.
Change Index: Select the next output. The index is specified in the input's properties.
+
;Change Index: Select the next output. The index is specified in the input's properties.
  
  
 
OUTPUTS
 
OUTPUTS
  
On Sequencer Signaled: When the Sequencer receives a Signal input, send the signal. The activator is unchanged from the input signal.
+
;On Sequencer Signaled: When the Sequencer receives a Signal input, send the signal. The activator is unchanged from the input signal.
  
  
  
== CATEGORY: FX ==
+
== FX ==
  
 
===Point Light===
 
===Point Light===
Line 666: Line 654:
 
INPUTS
 
INPUTS
  
Set Color: Set the RGB color value as specified in the input's properties.
+
;Set Color: Set the RGB color value as specified in the input's properties.
Enable: Turn on the light.
+
;Enable: Turn on the light.
Disable: Turn off the light.
+
;Disable: Turn off the light.
Set Intensity: Set the intensity of the light to the value specified in the input's properties.
+
;Set Intensity: Set the intensity of the light to the value specified in the input's properties.
  
  
Line 683: Line 671:
 
INPUTS
 
INPUTS
  
Set Color: Set the RGB color value as specified in the input's properties.
+
;Set Color: Set the RGB color value as specified in the input's properties.
Enable: Turn on the light.
+
;Enable: Turn on the light.
Disable: Turn off the light.
+
;Disable: Turn off the light.
Set Intensity: Set the intensity of the light to the value specified in the input's properties.
+
;Set Intensity: Set the intensity of the light to the value specified in the input's properties.
  
  
Line 702: Line 690:
 
INPUTS
 
INPUTS
  
Enable Hazard: Enable the hazard. This turns on both damage and visual effects.
+
;Enable Hazard: Enable the hazard. This turns on both damage and visual effects.
Disable Hazard: Disable the hazard. This turns off both damage and visual effects.
+
;Disable Hazard: Disable the hazard. This turns off both damage and visual effects.
  
  
 
OUTPUTS
 
OUTPUTS
  
On Caused Damage: When this hazard causes damage, send a signal.
+
;On Caused Damage: When this hazard causes damage, send a signal.
On Kill: When this hazard kills a target, send a signal with the target as the activator.
+
;On Kill: When this hazard kills a target, send a signal with the target as the activator.
  
 
===Small Sparks===
 
===Small Sparks===
Line 837: Line 825:
 
INPUTS
 
INPUTS
  
Enable Laser: Enable the Laser. This turns on both damage and visual effects.
+
;Enable Laser: Enable the Laser. This turns on both damage and visual effects.
Disable Laser: Disable the laser. This turns off both damage and visual effects.
+
;Disable Laser: Disable the laser. This turns off both damage and visual effects.
  
  
 
OUTPUTS
 
OUTPUTS
  
On Caused Damage: When this hazard causes damage, send a signal.
+
;On Caused Damage: When this hazard causes damage, send a signal.
On Kill: When this hazard kills a target, send a signal with the target as the activator.
+
;On Kill: When this hazard kills a target, send a signal with the target as the activator.
  
  
Line 850: Line 838:
  
  
== CATEGORY: GAMEPLAY ==
+
== GAMEPLAY ==
  
 
===Gameplay Settings===
 
===Gameplay Settings===
Line 859: Line 847:
 
INPUTS
 
INPUTS
  
Set Active: Activate the object, allowing it to accept inputs and signal outputs.
+
;Set Active: Activate the object, allowing it to accept inputs and signal outputs.
  
  
Line 874: Line 862:
 
INPUTS
 
INPUTS
  
Set Active: Activate the object, allowing it to accept inputs and signal outputs.
+
;Set Active: Activate the object, allowing it to accept inputs and signal outputs.
  
  
Line 888: Line 876:
 
INPUTS
 
INPUTS
  
Reveal Secret: Reveal a secret to the activator's team.
+
;Reveal Secret: Reveal a secret to the activator's team.
  
  
 
OUTPUTS
 
OUTPUTS
  
On Safe Area Left: When a player leaves the safe area, send a signal. The first player to leave is the activator. Only signals once per match.
+
;On Safe Area Left: When a player leaves the safe area, send a signal. The first player to leave is the activator. Only signals once per match.
 
+
;On Map Started: When the map starts, send a signal.  This happens before all players are in the level. There is no activator.
On Map Started: When the map starts, send a signal.  This happens before all players are in the level. There is no activator.
+
;On Match Started: When the match starts, send a signal. There is no activator.
 
+
On Match Started: When the match starts, send a signal. There is no activator.
+
  
  
Line 903: Line 889:
  
 
The Module object will apply inputs or signal outputs based on the module in which it is placed.
 
The Module object will apply inputs or signal outputs based on the module in which it is placed.
 
  
 
INPUTS
 
INPUTS
  
Start Lockdown: Start a lockdown event and bar the module doors. The settings may use the activator's position to decide the module.
+
;Start Lockdown: Start a lockdown event and bar the module doors. The settings may use the activator's position to decide the module.
 
+
;End Lockdown: End the current lockdown event and unbar the module doors.
End Lockdown: End the current lockdown event and unbar the module doors.
+
 
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
On Player Entered: When a player enters a module, send a signal. The player is the activator.
+
;On Player Entered: When a player enters a module, send a signal. The player is the activator.
 
+
;On Player Exited: When a player exits a module, send a signal. The player is the activator.
On Player Exited: When a player exits a module, send a signal. The player is the activator.
+
;On Lockdown Started: When a lockdown starts, send a signal. The activator is unchanged from the Start Event or Start Lockdown input signal.
 
+
;On Lockdown Ended: When a lockdown ends, send a signal. The activator is unchanged from the Start Event or End Lockdown input signal.
On Lockdown Started: When a lockdown starts, send a signal. The activator is unchanged from the Start Event or Start Lockdown input signal.
+
 
+
On Lockdown Ended: When a lockdown ends, send a signal. The activator is unchanged from the Start Event or End Lockdown input signal.
+
  
  
Line 928: Line 907:
  
 
The End Game object defines the victory, defeat and draw conditions.
 
The End Game object defines the victory, defeat and draw conditions.
 
  
 
INPUTS
 
INPUTS
  
End in Victory: End the game and declare victory for the activator. If there is no activator, the game ends in Victory for all players.
+
;End in Victory: End the game and declare victory for the activator. If there is no activator, the game ends in Victory for all players.
 
+
;End in Draw: End the game and declare a draw for the activator. If there is no activator, the game ends in a Draw for all players.
End in Draw: End the game and declare a draw for the activator. If there is no activator, the game ends in a Draw for all players.
+
;End in Defeat: End the game and declare defeat for the activator. If there is no activator, the game ends in Defeat for all players.
 
+
;Determine End: End the game and declare the result for each player based on the input's properties.
End in Defeat: End the game and declare defeat for the activator. If there is no activator, the game ends in Defeat for all players.
+
 
+
Determine End: End the game and declare the result for each player based on the input's properties.
+
 
+
 
+
  
 
OUTPUTS
 
OUTPUTS
Line 954: Line 927:
 
INPUTS
 
INPUTS
  
Teleport To: Teleport the activator to this location.
+
;Teleport To: Teleport the activator to this location.
 
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
 
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
;Enable Teleporter: Enable the Teleporter.
 
+
;Disable Teleporter: Disable the Teleporter.
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Set Point Of Interest: Apply a POI icon to the object.
 
+
;Clear Points Of Interest: Remove any POIs that have been set.
Enable Teleporter: Enable the Teleporter.
+
 
+
Disable Teleporter: Disable the Teleporter.
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
  
  
 
OUTPUTS
 
OUTPUTS
  
On Entered: When an object enters the volume, send a signal. The object is the activator.
+
;On Entered: When an object enters the volume, send a signal. The object is the activator.
 
+
;On Arrived: When a teleported object reaches this destination, send a signal. The teleported object is the activator.
On Arrived: When a teleported object reaches this destination, send a signal. The teleported object is the activator.
+
  
  
Line 981: Line 946:
  
 
Teleport players, AI and other objects to this destination.
 
Teleport players, AI and other objects to this destination.
 
  
 
INPUTS
 
INPUTS
  
Teleport To: Teleport the activator to this location.
+
;Teleport To: Teleport the activator to this location.
  
  
 
OUTPUTS
 
OUTPUTS
  
On Arrived: When a teleported object reaches this destination, send a signal. The teleported object is the activator.
+
;On Arrived: When a teleported object reaches this destination, send a signal. The teleported object is the activator.
  
  
Line 996: Line 960:
  
 
Control the player's view with the Camera. Direct your own mega budget Snapchinima!
 
Control the player's view with the Camera. Direct your own mega budget Snapchinima!
 
  
 
INPUTS
 
INPUTS
  
Enable Camera: Enable the Camera to replace the current view with the Camera's view. If Display To Activator Only is true, expects a player as an activator.
+
;Enable Camera: Enable the Camera to replace the current view with the Camera's view. If Display To Activator Only is true, expects a player as an activator.
 
+
;Disable Camera: Disable the Camera to replace the current view with the player's view. If Display To Activator Only is true, expects a player as an activator.
Disable Camera: Disable the Camera to replace the current view with the player's view. If Display To Activator Only is true, expects a player as an activator.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
Line 1,011: Line 972:
  
  
== CATEGORY: INTERACTIVES ==
+
== INTERACTIVES ==
  
 
===Munitions Box===
 
===Munitions Box===
Line 1,020: Line 981:
 
INPUTS
 
INPUTS
  
Disable Interactable: Disable the Interactable.
+
;Disable Interactable: Disable the Interactable.
 
+
;Enable Interactable: Enable the Interactable.
Enable Interactable: Enable the Interactable.
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
 
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
On Used: When a player presses the use button on an object, send a signal. The player is the activator.
+
;On Used: When a player presses the use button on an object, send a signal. The player is the activator.
  
  
Line 1,044: Line 997:
  
 
An interactive Panel, built from the highest quality punch-resistant polymer, can be used by players to signal other objects.
 
An interactive Panel, built from the highest quality punch-resistant polymer, can be used by players to signal other objects.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Disable Interactable: Disable the Interactable.
Disable Interactable: Disable the Interactable.
+
;Enable Interactable: Enable the Interactable.
 
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
Enable Interactable: Enable the Interactable.
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
 
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
;Set Point Of Interest: Apply a POI icon to the object.
 
+
;Clear Points Of Interest: Remove any POIs that have been set.
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
 
+
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
On Used: When a player presses the use button on an object, send a signal. The player is the activator.
+
;On Used: When a player presses the use button on an object, send a signal. The player is the activator.
  
  
Line 1,073: Line 1,016:
  
 
The Power Station is the receptacle for Power Cores!
 
The Power Station is the receptacle for Power Cores!
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn Core: Create another Power Core in the Power Station.
Respawn Core: Create another Power Core in the Power Station.
+
;Set Core Color: Set the Power Station's color. This affects which Cores are accepted and the color of respawned Cores.
 
+
;Enable Interactable: Enable the Interactable.
Set Core Color: Set the Power Station's color. This affects which Cores are accepted and the color of respawned Cores.
+
;Disable Interactable: Disable the Interactable.
 
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
Enable Interactable: Enable the Interactable.
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
 
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Disable Interactable: Disable the Interactable.
+
;Set Point Of Interest: Apply a POI icon to the object.
 
+
;Clear Points Of Interest: Remove any POIs that have been set.
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
 
+
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
 
+
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
On Taken: When a Power Core is taken from the Power Station, send a signal. The player who took the Power Core is the activator.
+
;On Taken: When a Power Core is taken from the Power Station, send a signal. The player who took the Power Core is the activator.
 
+
;On Given: When the Power Station is given a Power Core, send a signal. The player who gave the Power Core is the activator.
On Given: When the Power Station is given a Power Core, send a signal. The player who gave the Power Core is the activator.
+
  
  
Line 1,107: Line 1,038:
  
 
The Pressure Plate will signal its outputs when a player or demon stands on it.
 
The Pressure Plate will signal its outputs when a player or demon stands on it.
 
  
 
INPUTS
 
INPUTS
  
Disable Volume: Disable the Trigger or Player Blocking Volume.
+
;Disable Volume: Disable the Trigger or Player Blocking Volume.
 
+
;Enable Volume: Enable the Trigger or Player Blocking Volume.
Enable Volume: Enable the Trigger or Player Blocking Volume.
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
;Set Color: Set the RGB color value as specified in the input's properties.
Set Point Of Interest: Apply a POI icon to the object.
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
 
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
Set Color: Set the RGB color value as specified in the input's properties.
+
 
+
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
 
+
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
On Entered: When an object enters the volume, send a signal. The object is the activator.
+
;On Entered: When an object enters the volume, send a signal. The object is the activator.
 +
;On Exited: When an object exits the volume, send a signal. The object is the activator.
 +
;On Exited All: When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.
  
On Exited: When an object exits the volume, send a signal. The object is the activator.
 
 
On Exited All: When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.
 
 
 
 
== CATEGORY: LARGE PROPS ==
 
  
 +
== LARGE PROPS ==
  
 
All Large Props share the same Inputs and Outputs
 
All Large Props share the same Inputs and Outputs
Line 1,146: Line 1,064:
  
 
A non-explosive UAC containment barrel.
 
A non-explosive UAC containment barrel.
 
  
 
INPUTS
 
INPUTS
  
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
 
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
  
  
Line 1,611: Line 1,524:
  
  
== CATEGORY: PICKUPS ==
+
== PICKUPS ==
  
  
Line 1,625: Line 1,538:
  
 
A droppable Gray Flag.
 
A droppable Gray Flag.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Reset Droppable: Reset the droppable to its initial position.
Reset Droppable: Reset the droppable to its initial position.
+
;Delete Droppable: Delete the droppable from the map. This removes it from the world or from an inventory. A droppable can't be reset after being deleted.
 
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
Delete Droppable: Delete the droppable from the map. This removes it from the world or from an inventory. A droppable can't be reset after being deleted.
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
On Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Dropped: When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
 
+
;On Touched By: When the droppable is touched, send a signal. The object that touched the droppable is the activator.
On Dropped: When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Reset By: When an object is reset, send a signal. The activator is unchanged from the Reset input signal.
 
+
On Touched By: When the droppable is touched, send a signal. The object that touched the droppable is the activator.
+
 
+
On Reset By: When an object is reset, send a signal. The activator is unchanged from the Reset input signal.
+
  
  
Line 1,666: Line 1,567:
  
 
A droppable Gray Keycard. Grants you access to level 5 restricted areas.
 
A droppable Gray Keycard. Grants you access to level 5 restricted areas.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Reset Droppable: Reset the droppable to its initial position.
Reset Droppable: Reset the droppable to its initial position.
+
;Delete Droppable: Delete the droppable from the map. This removes it from the world or from an inventory. A droppable can't be reset after being deleted.
 
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
Delete Droppable: Delete the droppable from the map. This removes it from the world or from an inventory. A droppable can't be reset after being deleted.
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
On Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Dropped: When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
 
+
;On Touched By: When the droppable is touched, send a signal. The object that touched the droppable is the activator.
On Dropped: When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Reset By: When an object is reset, send a signal. The activator is unchanged from the Reset input signal.
 
+
On Touched By: When the droppable is touched, send a signal. The object that touched the droppable is the activator.
+
 
+
On Reset By: When an object is reset, send a signal. The activator is unchanged from the Reset input signal.
+
 
+
  
 
===Power Core (Red, Yellow, Blue, Green, Gray)===
 
===Power Core (Red, Yellow, Blue, Green, Gray)===
Line 1,707: Line 1,595:
  
 
A droppable Gray Power Core. Supports the Power Station's five year plan for Mars domination.
 
A droppable Gray Power Core. Supports the Power Station's five year plan for Mars domination.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Reset Droppable: Reset the droppable to its initial position.
Reset Droppable: Reset the droppable to its initial position.
+
;Delete Droppable: Delete the droppable from the map. This removes it from the world or from an inventory. A droppable can't be reset after being deleted.
 
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
Delete Droppable: Delete the droppable from the map. This removes it from the world or from an inventory. A droppable can't be reset after being deleted.
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
On Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Dropped: When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
 
+
;On Touched By: When the droppable is touched, send a signal. The object that touched the droppable is the activator.
On Dropped: When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Reset By: When an object is reset, send a signal. The activator is unchanged from the Reset input signal.
 
+
On Touched By: When the droppable is touched, send a signal. The object that touched the droppable is the activator.
+
 
+
On Reset By: When an object is reset, send a signal. The activator is unchanged from the Reset input signal.
+
 
+
  
 
===Ammo Box===
 
===Ammo Box===
  
 
A box of universal ammo. One round to rule them all.
 
A box of universal ammo. One round to rule them all.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
 
  
 
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
Line 1,763: Line 1,631:
  
 
An Ammo Pack filled with universal ammo. All those UAC research dollars actually produced something useful.
 
An Ammo Pack filled with universal ammo. All those UAC research dollars actually produced something useful.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
  
 
===Armor Shard===
 
===Armor Shard===
  
 
An Armor Shard worth 5 points of armor. Just slap it on like an armor-plated bandage.
 
An Armor Shard worth 5 points of armor. Just slap it on like an armor-plated bandage.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
  
  
Line 1,809: Line 1,662:
  
 
An Armor Shield worth 25 points of armor. Ergonomically designed for less chafing.
 
An Armor Shield worth 25 points of armor. Ergonomically designed for less chafing.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
  
  
Line 1,832: Line 1,678:
  
 
An Armor Suit worth 50 points of armor. It protects your innards!
 
An Armor Suit worth 50 points of armor. It protects your innards!
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
  
  
Line 1,855: Line 1,694:
  
 
A Container can be filled with health, armor, ammo, or player resources.
 
A Container can be filled with health, armor, ammo, or player resources.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
  
 
===Demon Rune===
 
===Demon Rune===
 
 
A Demon Rune will transform a human player into a demon player when picked up. An unholy marriage of science and the occult.
 
A Demon Rune will transform a human player into a demon player when picked up. An unholy marriage of science and the occult.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
  
 
===Flag Base===
 
===Flag Base===
  
 
This object is used to mark key locations, such as a flag spawn.
 
This object is used to mark key locations, such as a flag spawn.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
 
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
;Set Point Of Interest: Apply a POI icon to the object.
 
+
;Clear Points Of Interest: Remove any POIs that have been set.
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
 
  
 
None
 
None
Line 1,927: Line 1,741:
 
Haste increases the player's movement speed and firing speed for a short time. Gotta go fast!
 
Haste increases the player's movement speed and firing speed for a short time. Gotta go fast!
  
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
INPUTS
 
+
Remove: Remove the object. The object will be removed from the map.
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
  
 +
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
 +
;Remove: Remove the object. The object will be removed from the map.
 +
;Set Point Of Interest: Apply a POI icon to the object.
 +
;Clear Points Of Interest: Remove any POIs that have been set.
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
  
  
Line 1,945: Line 1,756:
  
 
A Large Health pack worth 50 points of health. How am I supposed to fit all these fluids in my body?
 
A Large Health pack worth 50 points of health. How am I supposed to fit all these fluids in my body?
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
  
  
Line 1,968: Line 1,772:
  
 
A Medium Heath pack worth 25 points of health. Helps you walk it off.
 
A Medium Heath pack worth 25 points of health. Helps you walk it off.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
  
 
===Small Health===
 
===Small Health===
  
 
A Small Health pack worth 5 points of health. A cure for little bumps and bruises.
 
A Small Health pack worth 5 points of health. A cure for little bumps and bruises.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
  
  
Line 2,014: Line 1,803:
  
 
A Mega Health worth more health and armor than you can carry.
 
A Mega Health worth more health and armor than you can carry.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
  
 
===Quad Damage===
 
===Quad Damage===
  
 
Quad Damage significantly increases the player's damage for a short time. 4 times the damage, 20 times the fun.
 
Quad Damage significantly increases the player's damage for a short time. 4 times the damage, 20 times the fun.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
  
  
Line 2,060: Line 1,834:
  
 
Regeneration restores the player's health over time. Does not cause immortality.
 
Regeneration restores the player's health over time. Does not cause immortality.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
 
+
;Set Point Of Interest: Apply a POI icon to the object.
Remove: Remove the object. The object will be removed from the map.
+
;Clear Points Of Interest: Remove any POIs that have been set.
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 +
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
  
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
  
 +
== PLAYER & TEAM ==
  
  
 
+
===Player Proxy===
== CATEGORY: PLAYER & TEAM ==
+
 
+
 
+
Player Proxy  
+
  
 
The Player Proxy is used to apply inputs or gather outputs from players in your map.
 
The Player Proxy is used to apply inputs or gather outputs from players in your map.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
+
;Kill Player: Kill a player. Expects a player as an activator.
 
+
;Set Modifier: Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator.
Kill Player: Kill a player. Expects a player as an activator.
+
;Give Player Score: Give the player the score specified in the input's properties. Expects a player as an activator.
 
+
;Revive: Revive an incapacitated player. Expects a player as an activator.
Set Modifier: Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator.
+
;Incapacitate: Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator.
 
+
;Change Race: Transform a player into a human or a demon. Expects a player as an activator.
Give Player Score: Give the player the score specified in the input's properties. Expects a player as an activator.
+
;Give Health: Give the player the amount of health specified in the input's properties. Expects a player as an activator.
 
+
;Respawn: When the activator is a dead player, this action will respawn them
Revive: Revive an incapacitated player. Expects a player as an activator.
+
;Set Point Of Interest: Apply a POI icon to the object.
 
+
;Clear Points Of Interest: Remove any POIs that have been set.
Incapacitate: Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator.
+
 
+
Change Race: Transform a player into a human or a demon. Expects a player as an activator.
+
 
+
Give Health: Give the player the amount of health specified in the input's properties. Expects a player as an activator.
+
 
+
Respawn: When the activator is a dead player, this action will respawn them
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Revived: When a player is revived by a teammate, send a signal. The revived player is the activator.
On Revived: When a player is revived by a teammate, send a signal. The revived player is the activator.
+
;On Incapacitated: When a player is incapacitated, send a signal. The incapacitated player is the activator.
 
+
;On Player Spawned: When a player spawns, send a signal. The spawned player is the activator.
On Incapacitated: When a player is incapacitated, send a signal. The incapacitated player is the activator.
+
;On Killed: When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties.
 
+
;On Hurt: When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties.
On Player Spawned: When a player spawns, send a signal. The spawned player is the activator.
+
;On Killed a Demon Player: When a player kills a demon player, send a signal. The player that killed the demon player is the activator.
 
+
;On Killed an AI: When a player kills an AI, send a signal. The player is the activator.
On Killed: When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties.
+
;On Player Score Reached: When a player reaches the target score specified in the input's properties, send a signal. The player is the activator.
 
+
;On Intensity Changed: When the intensity changes, based on how well a player is playing, send a signal. The player whose intensity changed is the activator.
On Hurt: When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties.
+
;On Killed Self: When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator.
 
+
;On Match Joined: When a player joins the match, send a signal. The player is the activator.
On Killed a Demon Player: When a player kills a demon player, send a signal. The player that killed the demon player is the activator.
+
;On Match Left: When a player leaves the match, send a signal. The player is the activator.
 
+
On Killed an AI: When a player kills an AI, send a signal. The player is the activator.
+
 
+
On Player Score Reached: When a player reaches the target score specified in the input's properties, send a signal. The player is the activator.
+
 
+
On Intensity Changed: When the intensity changes, based on how well a player is playing, send a signal. The player whose intensity changed is the activator.
+
 
+
On Killed Self: When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator.
+
 
+
On Match Joined: When a player joins the match, send a signal. The player is the activator.
+
 
+
On Match Left: When a player leaves the match, send a signal. The player is the activator.
+
  
  
Line 2,148: Line 1,887:
  
 
The Team Proxy is used to apply inputs or gather outputs from teams in your map.
 
The Team Proxy is used to apply inputs or gather outputs from teams in your map.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Give Team Score: Give the activator's team the score specified in the input's properties. Expects a player or demon that is assigned to a team as an activator.
Give Team Score: Give the activator's team the score specified in the input's properties. Expects a player or demon that is assigned to a team as an activator.
+
;Set Team: Assign the signal's activator to the team specified in the input's properties. Expects a player or demon as an activator.
 
+
Set Team: Assign the signal's activator to the team specified in the input's properties. Expects a player or demon as an activator.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Team Score Reached: When a team reaches the target score specified in the input's properties, send a signal. The team is the activator.
On Team Score Reached: When a team reaches the target score specified in the input's properties, send a signal. The team is the activator.
+
;On Team Intensity Changed: When the team intensity changes, based on how well the team members are playing, send a signal. The team whose intensity changed is the activator.
 
+
On Team Intensity Changed: When the team intensity changes, based on how well the team members are playing, send a signal. The team whose intensity changed is the activator.
+
 
+
  
 
===Player Start===
 
===Player Start===
  
 
A spawn location for a player. At least one is required per map.
 
A spawn location for a player. At least one is required per map.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Disable Player Start: Disable the Player Start.
Disable Player Start: Disable the Player Start.
+
;Enable Player Start: Enable the Player Start.
 
+
Enable Player Start: Enable the Player Start.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Spawned: When a player spawns at the start location, send a signal. The spawned player is the activator.
On Spawned: When a player spawns at the start location, send a signal. The spawned player is the activator.
+
  
 
===Inventory===
 
===Inventory===
  
 
The Inventory object is used to give or take inventory items from players.
 
The Inventory object is used to give or take inventory items from players.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Give Droppable: Give the player the droppable specified in the input's properties. Expects a player as an activator.
Give Droppable: Give the player the droppable specified in the input's properties. Expects a player as an activator.
+
;Give Equipment: Give the player the equipment specified in the input's properties. Expects a player as an activator.
 
+
;Give Weapon: Give the player the weapon specified in the input's properties. Expects a player as an activator.
Give Equipment: Give the player the equipment specified in the input's properties. Expects a player as an activator.
+
;Give Powerup: Give the player the powerup specified in the input's properties. Expects a player as an activator.
 
+
;Remove Equipment: Remove the equipment specified in the input's properties. Expects a player as an activator.
Give Weapon: Give the player the weapon specified in the input's properties. Expects a player as an activator.
+
;Remove Weapon: Remove the weapon specified in the input's properties. Expects a player as an activator.
 
+
;Remove Droppable: Remove the droppable specified in the input's properties. Expects a player as an activator.
Give Powerup: Give the player the powerup specified in the input's properties. Expects a player as an activator.
+
;Drop Current Weapon: Drop the current weapon from the activator's inventory. Expects a player as an activator.
 
+
;Give Ammo: Will give ammo to the player.
Remove Equipment: Remove the equipment specified in the input's properties. Expects a player as an activator.
+
;Take Ammo: Will take ammo away from the player.
 
+
Remove Weapon: Remove the weapon specified in the input's properties. Expects a player as an activator.
+
 
+
Remove Droppable: Remove the droppable specified in the input's properties. Expects a player as an activator.
+
 
+
Drop Current Weapon: Drop the current weapon from the activator's inventory. Expects a player as an activator.
+
 
+
Give Ammo: Will give ammo to the player.
+
 
+
Take Ammo: Will take ammo away from the player.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Remove Droppable Failed: When an attempt to remove a droppable from an inventory fails, send a signal. The player who owns the inventory is the activator.
On Remove Droppable Failed: When an attempt to remove a droppable from an inventory fails, send a signal. The player who owns the inventory is the activator.
+
;On Remove Droppable Succeeded: When a droppable is successfully removed from an inventory, send a signal. The player who owns the inventory is the activator.
 
+
On Remove Droppable Succeeded: When a droppable is successfully removed from an inventory, send a signal. The player who owns the inventory is the activator.
+
  
 
===Vitals===
 
===Vitals===
  
 
The Vitals object is used to give health and armor to players.
 
The Vitals object is used to give health and armor to players.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Give Health: Give the player the amount of health specified in the input's properties. Expects a player as an activator.
Give Health: Give the player the amount of health specified in the input's properties. Expects a player as an activator.
+
;Give Armor: Give the player the amount of armor specified in the input's properties. Expects a player as an activator.
 
+
Give Armor: Give the player the amount of armor specified in the input's properties. Expects a player as an activator.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
 
  
 
None
 
None
Line 2,241: Line 1,949:
  
 
The Player Loadout object is used to give weapons, equipment, and skills to a specific player.
 
The Player Loadout object is used to give weapons, equipment, and skills to a specific player.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Give Loadout: Give the player the loadout specified in the object's properties. Expects a player as an activator.
Give Loadout: Give the player the loadout specified in the object's properties. Expects a player as an activator.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
 
  
 
None
 
None
 
  
 
===Player Input===
 
===Player Input===
  
 
The Player Input object, when enabled, collects player input which can be used to signal other objects.
 
The Player Input object, when enabled, collects player input which can be used to signal other objects.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Enable Player Input: Enable the Player Input.
Enable Player Input: Enable the Player Input.
+
;Disable Player Input: Disable the Player Input.
 
+
Disable Player Input: Disable the Player Input.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 +
;On Pressed: If the Player Input is enabled when a player presses the specified input, send a signal. The player is the activator.
 +
;On Released: If the Player Input is enabled when a player releases the specified input, send a signal. The player is the activator.
  
On Pressed: If the Player Input is enabled when a player presses the specified input, send a signal. The player is the activator.
 
  
On Released: If the Player Input is enabled when a player releases the specified input, send a signal. The player is the activator.
+
==SMALL PROPS==
 
+
 
+
 
+
 
+
 
+
 
+
== == CATEGORY: SMALL PROPS == ==
+
  
  
Line 2,286: Line 1,979:
  
 
An ancient repository for converting chemical energy into electrical energy.
 
An ancient repository for converting chemical energy into electrical energy.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
 
  
 
None
 
None
  
  
 
+
== SPAWNERS ==
 
+
== CATEGORY: SPAWNERS ==
+
  
  
Line 2,308: Line 1,995:
  
 
A Custom Group Encounter will spawn a number of encounters simultaneously.
 
A Custom Group Encounter will spawn a number of encounters simultaneously.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Spawn Encounter: Start spawning the demons in the encounter. The settings may use the activator's position to decide the spawn location.
Spawn Encounter: Start spawning the demons in the encounter. The settings may use the activator's position to decide the spawn location.
+
;Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
 
+
;Assign Team: Assign a team to each AI that spawns from the encounter. The team is specified in the input's properties.
Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
+
;Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
 
+
;Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
Assign Team: Assign a team to each AI that spawns from the encounter. The team is specified in the input's properties.
+
 
+
Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
+
 
+
Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Started: When the encounter starts, send a signal. The activator is unchanged from the input signal.
On Started: When the encounter starts, send a signal. The activator is unchanged from the input signal.
+
;On Encounter Finished: When the encounter has finished, send a signal. The activator is unchanged from the input signal.
 
+
;On Demon Killed: When a demon is killed during the encounter, send a signal. The activator, demon or killer, is specified in the output's properties.
On Encounter Finished: When the encounter has finished, send a signal. The activator is unchanged from the input signal.
+
;On Demon Spawned: When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.
 
+
On Demon Killed: When a demon is killed during the encounter, send a signal. The activator, demon or killer, is specified in the output's properties.
+
 
+
On Demon Spawned: When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.
+
 
+
  
 
===Group Demon Encounter===
 
===Group Demon Encounter===
  
 
A Group Demon Encounter will spawn a single group of Demons.
 
A Group Demon Encounter will spawn a single group of Demons.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Spawn Encounter: Start spawning the demons in the encounter. The settings may use the activator's position to decide the spawn location.
Spawn Encounter: Start spawning the demons in the encounter. The settings may use the activator's position to decide the spawn location.
+
;Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
 
+
;Assign Team: Assign a team to each AI that spawns from the encounter. The team is specified in the input's properties.
Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
+
;Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
 
+
;Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
Assign Team: Assign a team to each AI that spawns from the encounter. The team is specified in the input's properties.
+
 
+
Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
+
 
+
Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Started: When the encounter starts, send a signal. The activator is unchanged from the input signal.
On Started: When the encounter starts, send a signal. The activator is unchanged from the input signal.
+
;On Encounter Finished: When the encounter has finished, send a signal. The activator is unchanged from the input signal.
 
+
;On Demon Killed: When a demon is killed during the encounter, send a signal. The activator, demon or killer, is specified in the output's properties.
On Encounter Finished: When the encounter has finished, send a signal. The activator is unchanged from the input signal.
+
;On Demon Spawned: When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.
 
+
On Demon Killed: When a demon is killed during the encounter, send a signal. The activator, demon or killer, is specified in the output's properties.
+
 
+
On Demon Spawned: When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.
+
 
+
 
+
  
 
== Single Demon Encounter ==
 
== Single Demon Encounter ==
  
 
A Single Demon Encounter will spawn a single, specified Demon.
 
A Single Demon Encounter will spawn a single, specified Demon.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Spawn Encounter: Start spawning the demons in the encounter. The settings may use the activator's position to decide the spawn location.
Spawn Encounter: Start spawning the demons in the encounter. The settings may use the activator's position to decide the spawn location.
+
;Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
 
+
;Assign Team: Assign a team to each AI that spawns from the encounter. The team is specified in the input's properties.
Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
+
;Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
 
+
;Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
Assign Team: Assign a team to each AI that spawns from the encounter. The team is specified in the input's properties.
+
 
+
Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
+
 
+
Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Started: When the encounter starts, send a signal. The activator is unchanged from the input signal.
On Started: When the encounter starts, send a signal. The activator is unchanged from the input signal.
+
;On Encounter Finished: When the encounter has finished, send a signal. The activator is unchanged from the input signal.
 
+
;On Demon Killed: When a demon is killed during the encounter, send a signal. The activator, demon or killer, is specified in the output's properties.
On Encounter Finished: When the encounter has finished, send a signal. The activator is unchanged from the input signal.
+
;On Demon Spawned: When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.
 
+
On Demon Killed: When a demon is killed during the encounter, send a signal. The activator, demon or killer, is specified in the output's properties.
+
 
+
On Demon Spawned: When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.
+
 
+
  
 
===Survival Event===
 
===Survival Event===
  
 
Description: The Survival Event will spawn an increasingly difficult onslaught of demons for the duration of the event.
 
Description: The Survival Event will spawn an increasingly difficult onslaught of demons for the duration of the event.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Start Event: Start the Event. The Event expects an activator and the activator will be cached and attached to the On Event Finished signal.
Start Event: Start the Event. The Event expects an activator and the activator will be cached and attached to the On Event Finished signal.
+
;Finish Event: Finish the event immediately. Existing AI will not be removed.
 
+
Finish Event: Finish the event immediately. Existing AI will not be removed.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
+
  
  
Line 2,421: Line 2,066:
  
 
The Wave Event will spawn multiple waves of enemy encounters successively. The event ends when all waves are vanquished.
 
The Wave Event will spawn multiple waves of enemy encounters successively. The event ends when all waves are vanquished.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Start Event: Start the Event. The Event expects an activator and the activator will be cached and attached to the On Event Finished signal.
Start Event: Start the Event. The Event expects an activator and the activator will be cached and attached to the On Event Finished signal.
+
;Finish Event: Finish the event immediately. Existing AI will not be removed.
 
+
Finish Event: Finish the event immediately. Existing AI will not be removed.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
+
  
  
Line 2,440: Line 2,080:
  
 
The Miniboss Event will spawn a powerful miniboss. The event ends when the boss is defeated.
 
The Miniboss Event will spawn a powerful miniboss. The event ends when the boss is defeated.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Start Event: Start the Event. The Event expects an activator and the activator will be cached and attached to the On Event Finished signal.
Start Event: Start the Event. The Event expects an activator and the activator will be cached and attached to the On Event Finished signal.
+
;Finish Event: Finish the event immediately. Existing AI will not be removed.
 
+
Finish Event: Finish the event immediately. Existing AI will not be removed.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
+
  
  
Line 2,459: Line 2,094:
  
 
The Item Spawn Settings provide control over global automatic spawning for pickups, munitions boxes, powerups, and weapons.
 
The Item Spawn Settings provide control over global automatic spawning for pickups, munitions boxes, powerups, and weapons.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Set Active: Activate the object, allowing it to accept inputs and signal outputs.
Set Active: Activate the object, allowing it to accept inputs and signal outputs.
+
;Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
 
+
Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
 
  
 
None
 
None
Line 2,478: Line 2,108:
  
 
The Spawn Weapon object will spawn a weapon on demand. Guns. Lots of guns.
 
The Spawn Weapon object will spawn a weapon on demand. Guns. Lots of guns.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove All: Remove all objects. The objects will be removed from the map.
 
+
Remove All: Remove all objects. The objects will be removed from the map.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
 
+
  
 
===Spawn Ammo===
 
===Spawn Ammo===
  
 
The Spawn Ammo object will spawn ammo on demand.
 
The Spawn Ammo object will spawn ammo on demand.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove All: Remove all objects. The objects will be removed from the map.
 
+
Remove All: Remove all objects. The objects will be removed from the map.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
  
  
Line 2,516: Line 2,135:
  
 
The Spawn Armor object will spawn armor on demand.
 
The Spawn Armor object will spawn armor on demand.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove All: Remove all objects. The objects will be removed from the map.
 
+
Remove All: Remove all objects. The objects will be removed from the map.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
  
  
Line 2,535: Line 2,149:
  
 
The Spawn Health object will spawn health on demand.
 
The Spawn Health object will spawn health on demand.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove All: Remove all objects. The objects will be removed from the map.
 
+
Remove All: Remove all objects. The objects will be removed from the map.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
 
+
  
 
===Spawn Powerup===
 
===Spawn Powerup===
  
 
The Spawn Powerup object will spawn a powerup on demand.
 
The Spawn Powerup object will spawn a powerup on demand.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove All: Remove all objects. The objects will be removed from the map.
 
+
Remove All: Remove all objects. The objects will be removed from the map.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
  
  
Line 2,573: Line 2,176:
  
 
The Spawn Droppable object will spawn droppables on demand.
 
The Spawn Droppable object will spawn droppables on demand.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Dropped: When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
On Dropped: When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
 
+
On Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
+
  
  
Line 2,592: Line 2,190:
  
 
The Spawn Container object will spawn containers filled with the specified items.
 
The Spawn Container object will spawn containers filled with the specified items.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove All: Remove all objects. The objects will be removed from the map.
 
+
Remove All: Remove all objects. The objects will be removed from the map.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 +
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
  
On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 
  
  
  
 
+
== VARIABLES ==
== CATEGORY: VARIABLES ==
+
  
  
Line 2,616: Line 2,209:
  
 
A variable that represents a custom Player Resource type. It can be set to a whole number.
 
A variable that represents a custom Player Resource type. It can be set to a whole number.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Spend: Spend the resource value specified in the input's properties. Fails if there are insufficient resources. Expects a player as an activator.
Spend: Spend the resource value specified in the input's properties. Fails if there are insufficient resources. Expects a player as an activator.
+
;Set (Player Resource):Set the Player Resource to the value specified in the input's properties. Expects a player as an activator.
 
+
;Add (Player Resource): Increase the Player Resource by the amount specified in the input's properties. Expects a player as an activator.
Set (Player Resource):Set the Player Resource to the value specified in the input's properties. Expects a player as an activator.
+
;Subtract (Player Resource): Decrease the Player Resource by the amount specified in the input's properties. Expects a player as an activator.
 
+
Add (Player Resource): Increase the Player Resource by the amount specified in the input's properties. Expects a player as an activator.
+
 
+
Subtract (Player Resource): Decrease the Player Resource by the amount specified in the input's properties. Expects a player as an activator.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
+
;On Spend Player Resource Succeeded: When an attempt to spend a Player Resource succeeds, send a signal. The activator is unchanged from the input Spend signal.
 
+
;On Spend Player Resource Failed: When an attempt to spend a Player Resource fails, send a signal. The activator is unchanged from the input Spend signal.
On Spend Player Resource Succeeded: When an attempt to spend a Player Resource succeeds, send a signal. The activator is unchanged from the input Spend signal.
+
;On Spend Player Resource Attempted: When an attempt to spend a Player Resource is made, send a signal. The activator is unchanged from the input Spend signal.
 
+
On Spend Player Resource Failed: When an attempt to spend a Player Resource fails, send a signal. The activator is unchanged from the input Spend signal.
+
 
+
On Spend Player Resource Attempted: When an attempt to spend a Player Resource is made, send a signal. The activator is unchanged from the input Spend signal.
+
 
+
  
 
===Team Resource===
 
===Team Resource===
  
 
A variable that represents a custom Team Resource type. It can be set to a whole number.
 
A variable that represents a custom Team Resource type. It can be set to a whole number.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Spend: Spend the resource value specified in the input's properties. Fails if there are insufficient resources. Expects a player as an activator.
Spend: Spend the resource value specified in the input's properties. Fails if there are insufficient resources. Expects a player as an activator.
+
;Set (Team Resource): Set the activator's Team Resource to the value specified in the input's properties. Expects an object an activator.
 
+
;Add (Team Resource): Increase the activator's Team Resource by the amount specified in the input's properties. Expects an object an activator.
Set (Team Resource): Set the activator's Team Resource to the value specified in the input's properties. Expects an object an activator.
+
;Subtract (Team Resource): Decrease the activator's Team Resource by the amount specified in the input's properties. Expects an object an activator.
 
+
Add (Team Resource): Increase the activator's Team Resource by the amount specified in the input's properties. Expects an object an activator.
+
 
+
Subtract (Team Resource): Decrease the activator's Team Resource by the amount specified in the input's properties. Expects an object an activator.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
+
;On Spend Team Resource Succeeded: When an attempt to spend a Team Resource succeeds, send a signal. The activator is unchanged from the input Spend signal.
 
+
;On Spend Team Resource Failed: When an attempt to spend a Team Resource fails, send a signal. The activator is unchanged from the input Spend signal.
On Spend Team Resource Succeeded: When an attempt to spend a Team Resource succeeds, send a signal. The activator is unchanged from the input Spend signal.
+
;On Spend Team Resource Attempted: When an attempt to spend a Team Resource is made, send a signal. The activator is unchanged from the input Spend signal.
 
+
On Spend Team Resource Failed: When an attempt to spend a Team Resource fails, send a signal. The activator is unchanged from the input Spend signal.
+
 
+
On Spend Team Resource Attempted: When an attempt to spend a Team Resource is made, send a signal. The activator is unchanged from the input Spend signal.
+
  
  
Line 2,674: Line 2,246:
  
 
An Integer variable can be set to a whole number and used to control certain properties on other objects.
 
An Integer variable can be set to a whole number and used to control certain properties on other objects.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Set (Integer): Set the Integer to the value specified in the input's properties.
Set (Integer): Set the Integer to the value specified in the input's properties.
+
;Add (Integer): Increase the Integer by the amount specified in the input's properties.
 
+
;Subtract (Integer): Decrease the Integer by the amount specified in the input's properties.
Add (Integer): Increase the Integer by the amount specified in the input's properties.
+
;Multiply (Integer): Set the Integer to the product of its current value and the value specified in the input's properties.
 
+
;Divide (Integer): Set the Integer to the quotient from dividing the current value by the value specified in the input's properties.
Subtract (Integer): Decrease the Integer by the amount specified in the input's properties.
+
;Modulo (Integer): Set the Integer to the remainder after dividing the current value by the value specified in the input's properties.
 
+
;Min (Integer): Set the Integer to the value specified in the input's properties if it is less than the current value.
Multiply (Integer): Set the Integer to the product of its current value and the value specified in the input's properties.
+
;Max (Integer): Set the Integer to the value specified in the input's properties if it is greater than the current value.
 
+
;Random (Integer): Set the Integer to a random value between the allowed minimum and maximum.
Divide (Integer): Set the Integer to the quotient from dividing the current value by the value specified in the input's properties.
+
 
+
Modulo (Integer): Set the Integer to the remainder after dividing the current value by the value specified in the input's properties.
+
 
+
Min (Integer): Set the Integer to the value specified in the input's properties if it is less than the current value.
+
 
+
Max (Integer): Set the Integer to the value specified in the input's properties if it is greater than the current value.
+
 
+
Random (Integer): Set the Integer to a random value between the allowed minimum and maximum.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
+
  
 
===Number===
 
===Number===
  
 
A Number variable can be set to a number with decimal places and used to control certain properties on other objects.
 
A Number variable can be set to a number with decimal places and used to control certain properties on other objects.
 
  
 
INPUTS
 
INPUTS
  
Set (Number): Set the Number to the value specified in the input's properties.
+
;Set (Number): Set the Number to the value specified in the input's properties.
 
+
;Add (Number): Increase the Number by the amount specified in the input's properties.
Add (Number): Increase the Number by the amount specified in the input's properties.
+
;Subtract (Number): Decrease the Number by the amount specified in the input's properties.
 
+
;Multiply (Number): Set the Number to the product of its current value and the value specified in the input's properties.
Subtract (Number): Decrease the Number by the amount specified in the input's properties.
+
;Divide (Number): Set the Number to the quotient from dividing the current value by the value specified in the input's properties.
 
+
;Modulo (Number): Set the Number to the remainder after dividing the current value by the value specified in the input's properties.
Multiply (Number): Set the Number to the product of its current value and the value specified in the input's properties.
+
;Min (Number): Set the Number to the value specified in the input's properties if it is less than the current value.
 
+
;Max (Number): Set the Number to the value specified in the input's properties if it is greater than the current value.
Divide (Number): Set the Number to the quotient from dividing the current value by the value specified in the input's properties.
+
;Random (Number): Set the Number to a random value between the allowed minimum and maximum.
 
+
Modulo (Number): Set the Number to the remainder after dividing the current value by the value specified in the input's properties.
+
 
+
Min (Number): Set the Number to the value specified in the input's properties if it is less than the current value.
+
 
+
Max (Number): Set the Number to the value specified in the input's properties if it is greater than the current value.
+
 
+
Random (Number): Set the Number to a random value between the allowed minimum and maximum.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
+
  
  
Line 2,738: Line 2,287:
  
 
A String variable can be set to a text string and used to control certain properties on other objects.
 
A String variable can be set to a text string and used to control certain properties on other objects.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Build: Combine Integer, Number, Boolean or String variables into one String.
Build: Combine Integer, Number, Boolean or String variables into one String.
+
;Set (String): Set the String to the value specified in the input's properties.
 
+
Set (String): Set the String to the value specified in the input's properties.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
+
  
  
Line 2,757: Line 2,301:
  
 
A Boolean variable can be set to true or false and used to control certain properties on other objects.
 
A Boolean variable can be set to true or false and used to control certain properties on other objects.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Test Boolean: Check the value of the Boolean. Any outputs will send a signal depending on the result.
Test Boolean: Check the value of the Boolean. Any outputs will send a signal depending on the result.
+
;Set True: Set the Boolean value to true.
 
+
;Set False: Set the Boolean value to false.
Set True: Set the Boolean value to true.
+
;Toggle: Toggle the Boolean value.
 
+
;Set (Boolean): Set the Boolean to the value specified in the input's properties.
Set False: Set the Boolean value to false.
+
 
+
Toggle: Toggle the Boolean value.
+
 
+
Set (Boolean): Set the Boolean to the value specified in the input's properties.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
+
;On Tested True: When tested, if the Boolean value is true, send the signal. The activator is unchanged from the input signal.
 
+
;On Tested False: When tested, if the Boolean value is false, send the signal. The activator is unchanged from the input signal.
On Tested True: When tested, if the Boolean value is true, send the signal. The activator is unchanged from the input signal.
+
 
+
On Tested False: When tested, if the Boolean value is false, send the signal. The activator is unchanged from the input signal.
+
  
  
Line 2,786: Line 2,320:
  
 
A Color variable can be set to a specific RGB value and used to control certain properties on other objects.
 
A Color variable can be set to a specific RGB value and used to control certain properties on other objects.
 
 
  
 
INPUTS
 
INPUTS
  
 
+
;Set (Color): Set the Color to the value specified in the input's properties.
Set (Color): Set the Color to the value specified in the input's properties.
+
;Set Red: Set the red color component to the value specified in the input's properties.
 
+
;Set Green: Set the green color component to the value specified in the input's properties.
Set Red: Set the red color component to the value specified in the input's properties.
+
;Set Blue: Set the blue color component to the value specified in the input's properties.
 
+
Set Green: Set the green color component to the value specified in the input's properties.
+
 
+
Set Blue: Set the blue color component to the value specified in the input's properties.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
+
 
+
  
 
===Custom Filter===
 
===Custom Filter===
  
 
Add filters to the Custom Filter to define the who, what and where. Use the Custom Filter by name or place it between an output and an input.
 
Add filters to the Custom Filter to define the who, what and where. Use the Custom Filter by name or place it between an output and an input.
 
  
 
INPUTS
 
INPUTS
 
  
 
None
 
None
 
  
 
OUTPUTS
 
OUTPUTS
 
  
 
None (Add Filter implicit)
 
None (Add Filter implicit)
Line 2,827: Line 2,348:
  
 
A Cached Object variable will store away an object, allowing the stored object to be referenced later in a logic chain.
 
A Cached Object variable will store away an object, allowing the stored object to be referenced later in a logic chain.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Set (Cached Object): Set the Cached Object to the activator. This allows you to store the activator for future use.
Set (Cached Object): Set the Cached Object to the activator. This allows you to store the activator for future use.
+
;Get: Get the currently held value in the Cached Object. Used with the On Get output.
 
+
;Clear (Cached Object): Clear the currently held value in the Cached Object.
Get: Get the currently held value in the Cached Object. Used with the On Get output.
+
 
+
Clear (Cached Object): Clear the currently held value in the Cached Object.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 +
;On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
 +
;On Get: When the Cached Object receives a Get input, send a signal. The object held in the Cached Object is the activator.
  
On Changed: When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
 
  
On Get: When the Cached Object receives a Get input, send a signal. The object held in the Cached Object is the activator.
+
== VOLUMES ==
 
+
 
+
 
+
== CATEGORY: VOLUMES ==
+
  
  
Line 2,854: Line 2,367:
  
 
The Box Trigger will signal its outputs when a player or demon enters the bounding.
 
The Box Trigger will signal its outputs when a player or demon enters the bounding.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Disable Volume: Disable the Trigger or Player Blocking Volume.
Disable Volume: Disable the Trigger or Player Blocking Volume.
+
;Enable Volume: Enable the Trigger or Player Blocking Volume.
 
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Enable Volume: Enable the Trigger or Player Blocking Volume.
+
;Make Visible: Make the volume visible to the player. The volume will be transparent.
 
+
;Make Invisible: Make the volume invisible to the player. The volume still functions, just can't be seen.
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Set Point Of Interest: Apply a POI icon to the object.
 
+
;Clear Points Of Interest: Remove any POIs that have been set.
Make Visible: Make the volume visible to the player. The volume will be transparent.
+
 
+
Make Invisible: Make the volume invisible to the player. The volume still functions, just can't be seen.
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Entered: When an object enters the volume, send a signal. The object is the activator.
On Entered: When an object enters the volume, send a signal. The object is the activator.
+
;On Trigger Used: When a player presses the use button on the trigger, send a signal. The player is the activator.
 
+
;On Exited: When an object exits the volume, send a signal. The object is the activator.
On Trigger Used: When a player presses the use button on the trigger, send a signal. The player is the activator.
+
;On Exited All: When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.
 
+
On Exited: When an object exits the volume, send a signal. The object is the activator.
+
 
+
On Exited All: When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.
+
  
  
Line 2,889: Line 2,389:
  
 
The Cylinder Trigger will signal its outputs when a player or demon enters the bounding.
 
The Cylinder Trigger will signal its outputs when a player or demon enters the bounding.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Disable Volume: Disable the Trigger or Player Blocking Volume.
Disable Volume: Disable the Trigger or Player Blocking Volume.
+
;Enable Volume: Enable the Trigger or Player Blocking Volume.
 
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Enable Volume: Enable the Trigger or Player Blocking Volume.
+
;Make Visible: Make the volume visible to the player. The volume will be transparent.
 
+
;Make Invisible: Make the volume invisible to the player. The volume still functions, just can't be seen.
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Set Point Of Interest: Apply a POI icon to the object.
 
+
;Clear Points Of Interest: Remove any POIs that have been set.
Make Visible: Make the volume visible to the player. The volume will be transparent.
+
 
+
Make Invisible: Make the volume invisible to the player. The volume still functions, just can't be seen.
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Entered: When an object enters the volume, send a signal. The object is the activator.
On Entered: When an object enters the volume, send a signal. The object is the activator.
+
;On Trigger Used: When a player presses the use button on the trigger, send a signal. The player is the activator.
 
+
;On Exited: When an object exits the volume, send a signal. The object is the activator.
On Trigger Used: When a player presses the use button on the trigger, send a signal. The player is the activator.
+
;On Exited All: When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.
 
+
On Exited: When an object exits the volume, send a signal. The object is the activator.
+
 
+
On Exited All: When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.
+
 
+
  
  
 
== Inhibit AI Conductor Spawning Box ==
 
== Inhibit AI Conductor Spawning Box ==
 
  
 
The Inhibit AI Conductor Spawning Box prevents AI Conductor objects from spawning a demon inside the defined volume.
 
The Inhibit AI Conductor Spawning Box prevents AI Conductor objects from spawning a demon inside the defined volume.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Enable Inhibitor Volume: Enable the Inhibit AI Conductor Spawning Volume.
Enable Inhibitor Volume: Enable the Inhibit AI Conductor Spawning Volume.
+
;Disable Inhibitor Volume: Disable the Inhibit AI Conductor Spawning Volume.
 
+
Disable Inhibitor Volume: Disable the Inhibit AI Conductor Spawning Volume.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
 
  
 
None
 
None
Line 2,944: Line 2,424:
  
 
== Player Blocking Volume ==
 
== Player Blocking Volume ==
 
  
 
The Player Blocking Volume prevents players and projectiles from passing through the defined volume.
 
The Player Blocking Volume prevents players and projectiles from passing through the defined volume.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Disable Volume: Disable the Trigger or Player Blocking Volume.
Disable Volume: Disable the Trigger or Player Blocking Volume.
+
;Enable Volume: Enable the Trigger or Player Blocking Volume.
 
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Enable Volume: Enable the Trigger or Player Blocking Volume.
+
;Make Visible: Make the volume visible to the player. The volume will be transparent.
 
+
;Make Invisible: Make the volume invisible to the player. The volume still functions, just can't be seen.
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Set Color: Set the RGB color value as specified in the input's properties.
 
+
Make Visible: Make the volume visible to the player. The volume will be transparent.
+
 
+
Make Invisible: Make the volume invisible to the player. The volume still functions, just can't be seen.
+
 
+
Set Color: Set the RGB color value as specified in the input's properties.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
 
  
 
None
 
None
 
  
  
Line 2,976: Line 2,445:
  
 
The Shootable Trigger will signal its outputs when taking damage.
 
The Shootable Trigger will signal its outputs when taking damage.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Set Point Of Interest: Apply a POI icon to the object.
 
+
;Clear Points Of Interest: Remove any POIs that have been set.
Set Point Of Interest: Apply a POI icon to the object.
+
;Make Visible: Make the volume visible to the player. The volume will be transparent.
 
+
;Make Invisible: Make the volume invisible to the player. The volume still functions, just can't be seen.
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
Make Visible: Make the volume visible to the player. The volume will be transparent.
+
 
+
Make Invisible: Make the volume invisible to the player. The volume still functions, just can't be seen.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Damaged: Will fire anytime the trigger is damaged.
On Damaged: Will fire anytime the trigger is damaged.
+
;On Damage Threshold Reached: Will fire once damage threshold has been reached.
 
+
On Damage Threshold Reached: Will fire once damage threshold has been reached.
+
  
  
Line 3,003: Line 2,463:
  
 
It takes teamwork to gain control of the Team Capture Point.
 
It takes teamwork to gain control of the Team Capture Point.
 
  
 
INPUTS
 
INPUTS
  
 
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
 
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
;Set Point Of Interest: Apply a POI icon to the object.
 
+
;Clear Points Of Interest: Remove any POIs that have been set.
Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
 
+
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 +
;On Captured: When the Team Capture Point is captured, send a signal for each activator. The activator, a capturing player or none, is specified in the output's properties.
 +
;On Capture Point Entered: When a required player enters the Capture Point, send a signal. The player that entered the Capture Point is the activator.
 +
;On Capture Point Exited: When a required player leaves the Capture Point, send a signal. The player who left the Capture Point is the activator.
  
On Captured: When the Team Capture Point is captured, send a signal for each activator. The activator, a capturing player or none, is specified in the output's properties.
 
  
On Capture Point Entered: When a required player enters the Capture Point, send a signal. The player that entered the Capture Point is the activator.
 
  
On Capture Point Exited: When a required player leaves the Capture Point, send a signal. The player who left the Capture Point is the activator.
+
== WEAPONS ==
 
+
 
+
 
+
== CATEGORY: WEAPONS ==
+
  
  
Line 3,036: Line 2,486:
  
 
===BFG===
 
===BFG===
Most research regarding the BFG-9000 remains classified. The design was first [REDACTED] by [REDACTED] and [REDACTED].
 
  
 +
Most research regarding the BFG-9000 remains classified. The design was first [REDACTED] by [REDACTED] and [REDACTED].
  
 
INPUTS
 
INPUTS
  
Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
 
+
;Remove: Remove the object. The object will be removed from the map.
Remove: Remove the object. The object will be removed from the map.
+
;Set Point Of Interest: Apply a POI icon to the object.
 
+
;Clear Points Of Interest: Remove any POIs that have been set.
Set Point Of Interest: Apply a POI icon to the object.
+
 
+
Clear Points Of Interest: Remove any POIs that have been set.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
  
 
===Burst Rifle===
 
===Burst Rifle===
Line 3,101: Line 2,546:
  
  
== CATEGORY: DOORS ==
+
== DOORS ==
  
  
Line 3,107: Line 2,552:
 
===Door===
 
===Door===
  
Four Way: A door that opens in four directions like a big X.
+
;Four Way: A door that opens in four directions like a big X.
 
+
;Horizontal Split: A door that is split horizontally through the middle.
Horizontal Split: A door that is split horizontally through the middle.
+
;Industrial: A grimy metal door.
 
+
;No Door: Turns door into an archway.
Industrial: A grimy metal door.
+
;Door: A door. It opens. It closes.
 
+
;Secret: A door that opens upwards and appears to be a wall. Opens when used by the player.
No Door: Turns door into an archway.
+
;Vertical: A door that opens upwards.
 
+
;Vertical Split: A door that is split vertically down the middle.
Door: A door. It opens. It closes.
+
 
+
Secret: A door that opens upwards and appears to be a wall. Opens when used by the player.
+
 
+
Vertical: A door that opens upwards.
+
 
+
Vertical Split: A door that is split vertically down the middle.
+
 
+
  
 
INPUTS
 
INPUTS
  
Lock: Lock the door in the closed position.
+
;Lock: Lock the door in the closed position.
 
+
;Unlock: Unlock a locked door.
Unlock: Unlock a locked door.
+
;Open: Open the door.
 
+
;Close: Close the door.
Open: Open the door.
+
;Start Lockdown: Start a lockdown on this door.
 
+
;End Lockdown: End the lockdown on this door.
Close: Close the door.
+
;Open Always: Leave the door in the open position.
 
+
Start Lockdown: Start a lockdown on this door.
+
 
+
End Lockdown: End the lockdown on this door.
+
 
+
Open Always: Leave the door in the open position.
+
 
+
  
 
OUTPUTS
 
OUTPUTS
  
 
+
;On Opened: When the door opens, send a signal. There is no activator.
On Opened: When the door opens, send a signal. There is no activator.
+
;On Closed: When the door closes, send a signal. There is no activator.
 
+
On Closed: When the door closes, send a signal. There is no activator.
+

Revision as of 2016-05-11T18:05:03

Contents

AI

AI Combat Point

Demons following an AI Combat path will move to the last combat point and defend it. You can't stop here, this is demon country!

INPUTS

Follow
Lead a demon to the AI navigation point.

OUTPUTS None (implicit On Reached output.)


AI Conductor - Classic

The Classic AI Conductor will auto-populate a linear level with increasingly difficult demon encounters that do not respawn behind you.

INPUTS

Set Active
Activate the object, allowing it to accept inputs and signal outputs.
Set Inactive
Deactivate the object. The object will stop accepting inputs and signaling outputs.
Pause Spawning
Pause spawning new AI.
Unpause Spawning
Continue spawning new AI.
Change Tier
Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
Reset Tier
Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.

OUTPUTS

None


AI Conductor - Survival

The Survival AI Conductor will spawn an increasingly difficult onslaught of demons until every player is dead.

INPUTS

Set Active
Activate the object, allowing it to accept inputs and signal outputs.
Set Inactive
Deactivate the object. The object will stop accepting inputs and signaling outputs.
Pause Spawning
Pause spawning new AI.
Unpause Spawning
Continue spawning new AI.
Change Tier
Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
Reset Tier
Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.

OUTPUTS

On Spawn Waves Started
When an AI Conductor starts spawning waves, send a signal. There is no activator.
On Spawn Break Started
When an AI Conductor starts a break between waves, send a signal. There is no activator.


AI Path Point

Demons following an AI Path will move from point to point until they reach the end point or are interrupted.

INPUTS

Follow
Lead a demon to the AI navigation point.

OUTPUTS

None (implicit On Reached output.)


AI Proxy

The AI Proxy is used to apply inputs or gather outputs from demons in your map.

INPUTS

Kill AI
Kill an AI. Expects an AI as an activator.
Apply Buff
Apply the buff specified in the input's properties. Expects an AI as an activator.
Heal
Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
Hurt
Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.
Remove Demon
Will remove a demon from a map. Does not send a signal for killing AI.

OUTPUTS

On AI Spawned
When an AI is spawned, send a signal. The spawned AI is the activator.
On Hurt
When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.
On Killed
When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.

AUDIO

2D Speaker

The 2D Speaker broadcasts sound everywhere. There is no escaping!

INPUTS

Play
Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound
Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
Update Sound
Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.

OUTPUTS

On Sound Finished
When the sound clip has finished, send the signal. The activator is unchanged from the input signal.


3D Speaker

The 3D Speaker emits positional sounds from locations inside your map.

INPUTS

Play
Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound
Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
Update Sound
Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.

OUTPUTS

On Sound Finished
When the sound clip has finished, send the signal. The activator is unchanged from the input signal.


Facility Voice Speaker

The Facility Voice Speaker plays words and phrases. It's the best way to hear voices in your head.

INPUTS

Play
Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound
Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
Update Sound
Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.

OUTPUTS

On Sound Finished
When the sound clip has finished, send the signal. The activator is unchanged from the input signal.


Music

The Music object can control the sweet jams you want players to hear in your map. It's Radio UAC and you are the DJ.

INPUTS

Play Music
Play the music. Mix in the track defined in the input's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Music
Turn off the music. If Display To Activator Only is true, expects a player as an activator.

OUTPUTS

None


Roomtone

The Roomtone object sets ambient sounds within the module.

INPUTS

Play
Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound
Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.

OUTPUTS

None


VEGA Speaker

The VEGA Speaker plays words and phrases. It's the best way to hear voices in your head.

INPUTS

Play
Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound
Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
Update Sound
Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.

OUTPUTS

On Sound Finished
When the sound clip has finished, send the signal. The activator is unchanged from the input signal.

COMMUNICATION

World Text

The World Text object is used to communicate messages to players with text that floats in world space.

INPUTS

Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.
Show
Show the object if it is hidden. The object can be hidden again with Hide.

OUTPUTS

None


Message

The Message object is used to send messages directly to a player's HUD.

INPUTS

Show
Show the Message. Hides itself automatically using the Message Duration property.

OUTPUTS

On Message Finished
When the message has finished, send a signal. The activator is unchanged from the input signal.


Callout

The Callout object can inform players of game events with pre-defined combinations of HUD messages and audio.

INPUTS

Play
Play the chosen callout.

OUTPUTS

On Callout Finished
When the callout has finished, send a signal. The activator is unchanged from the input signal.


HUD Settings

The HUD Settings allow for customization of the player's HUD during gameplay. Remember to activate it once you've changed settings!

INPUTS

Set Active
Activate the object, allowing it to accept inputs and signal outputs.
Set Inactive
Deactivate the object. The object will stop accepting inputs and signaling outputs.

OUTPUTS

None


POI Settings

The POI Settings object defines the color, shape and look for point of interest icons.

INPUTS

Set Active
Activate the object, allowing it to accept inputs and signal outputs.

OUTPUTS

None


Objective

The Objective controls HUD text, icons, or progress bars to help direct players to their goals.

INPUTS

Show Objective
Show the objective on the HUD.
Show Timer
Show a timer on the HUD.
Show Health
Show the activator's health on the HUD. Expects an activator with health.
Show Counter
Show a counter on the HUD.
Show Resource
Show a resource, as defined in the input's properties, on the HUD.
Hide Objective
Hide the objective. The objective will exist if hidden and can be shown again later using Show.

OUTPUTS

None

DEMONS

All Demons in this category share the same inputs and outputs


Possessed Worker

Description: Possessed Workers are created in a Lazarus Wave event, a phenomenon discovered during Dr. Olivia Pierce's Lazarus Project research operation.

INPUTS

Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.
Show
Show the object if it is hidden. The object can be hidden again with Hide.
Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.
Hurt
Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Heal
Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
Apply Buff
Apply the buff specified in the input's properties. Expects an AI as an activator.

OUTPUTS

On Killed
When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.
On AI Spawned
When an AI is spawned, send a signal. The spawned AI is the activator.
On Health Percentage Reached
When the demon reaches the health threshold specified in the output's properties, send the signal. The demon is the activator.
On Hurt
When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.


Possessed Scientist

Posthumous brain activity in Possessed Scientists is limited to primal behavior. They will stand dormant until presented with a live food source.


Possessed Engineer

Possessed Engineers are created when an appropriate explosive material is readily available. They exhibit self-destructive behavior.


Imp

Imps, ferocious and agile demons, are found all over Hell and are often used on the front line during concerted attacks in both dimensions.


Lost Soul

Lost Souls are found wandering aimlessly within the temples of Hell as they search for a host to inhabit.


Hell Razer

The Hell Razer is an astute and tactical foe that will engage enemies from a distance with a fierce beam of unrefined Hell energy.


Possessed Soldier

Some Lazarus Wave victims continue to display tactical cognizance posthumously. Combat-trained individuals will become enemy combatants.


Possessed Security

Possessed Security units exhibit complex battle strategies, including use of a mobile shield and ability to fire while in defilade.


Cacodemon

The Cacodemon is a monstrous psionic demon driven by the desire to feed. It displays limited intelligence, but makes for an intimidating enemy.


Hell Knight

The Hell Knight is a towering brute bred for combat deep in the bowels of Hell.


Mancubus

The Mancubus is a lumbering behemoth demon. A foul odor accompanies its presence, a stench that can be overwhelming if inhaled directly.


Cyber-Mancubus

The Mancubus strain of demon has been manipulated by a team of biogeneticists led by Dr. Pierce herself.


Pinky

These demonic animals were colloquially named Pinkies when first discovered by the Lazarus Project's Tethering Operation.


Spectre

The Spectre is the unfortunate result of an attempt to genetically modify the Pinky. There are no known behavioral differences from the Pinky.


Revenant

Revenants are UAC operatives that have been transformed through cybernetic augmentation and repeated Lazarus Wave exposure.


Baron of Hell

The Baron of Hell is the highest demon among the order of the Hell Knights.

EXPLODERS

All Exploders in this category share the same inputs and outputs.

C4

A C4 explosive that detonates when shot and gets a little tetchy when you look at it funny.


INPUTS

Spawn Object
Spawn the object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.
Explode
Detonate this object.


OUTPUTS

On Destroyed
When the object is destroyed, send a signal. The object that caused the damage is the activator.


Classic Barrel

This minimally reinforced barrel explodes at the slightest hint of damage.


Plasma Barrel

This barrel explodes when damaged, spilling hot plasma everywhere.


Radiation Barrel

This barrel explodes when damaged, spilling radioactive goo. You probably shouldn't eat the goo.


UAC Barrel

The highest UAC safety standards were followed in the manufacturing of this barrel.


Flow

Player Iterator

The Player Iterator can be used to perform actions on all players in the map.


INPUTS

Start Iteration
Start iterating.


OUTPUTS

For Each Player
When started, the Player Iterator will send a signal once for each player in the map. The activator is the player being iterated over.


Team Iterator

The Team Iterator can be used to perform actions on all teams in the map.


INPUTS

Start Iteration
Start iterating.


OUTPUTS

For Each Team
When started, the Team Iterator will send a signal once for each team in the map. The activator is the team being iterated over.


AI Iterator

The AI Iterator can be used to perform actions on all AI in the map.


INPUTS

Start Iteration
Start iterating.


OUTPUTS

For Each AI
When started, the AI Iterator will send a signal once for each AI in the map. The activator is the AI being iterated over.


Integer Compare

Compare two integers and signal outputs based on the results.


INPUTS

Test
Compare the LHS integer to the RHS integer. Any outputs will send a signal depending on the result.


OUTPUTS

Less Than (Integer)
When tested, if the LHS integer is less than the RHS, send the signal. The activator is unchanged from the input signal.
Greater Than (Integer)
When tested, if the LHS integer is greater than the RHS, send the signal. The activator is unchanged from the input signal.
At Most (Integer)
When tested, if the LHS integer is less than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
At Least (Integer)
When tested, if the LHS integer is greater than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
Equal (Integer)
When tested, if the LHS integer is equal to the RHS, send the signal. The activator is unchanged from the input signal.
Not Equal (Integer)
When tested, if the LHS integer is not equal to the RHS, send the signal. The activator is unchanged from the input signal.


Number Compare

Compare two numbers and signal outputs based on the results.


INPUTS

Test Numbers
Compare the LHS number to the RHS number. Any outputs will send a signal depending on the result.


OUTPUTS

Less Than (Number)
When tested, if the LHS number is less than the RHS, send the signal. The activator is unchanged from the input signal.
Greater Than (Number)
When tested, if the LHS number is greater than the RHS, send the signal. The activator is unchanged from the input signal.
At Most (Number)
When tested, if the LHS number is less than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
At Least (Number)
When tested, if the LHS number is greater than or equal to the RHS, send the signal. The activator is unchanged from the input signal.
Equal (Number)
When tested, if the LHS number is equal to the RHS, send the signal. The activator is unchanged from the input signal.
Not Equal (Number)
When tested, if the LHS number is not equal to the RHS, send the signal. The activator is unchanged from the input signal.


String Compare

Compare two strings and signal outputs based on the results.


INPUTS

Test Strings
Compare the LHS string to the RHS string. Any outputs will send a signal depending on the result.


OUTPUTS

Equal (String)
When tested, if the LHS string is the same as the RHS string, send the signal. The activator is unchanged from the input signal.
Not Equal (String)
When tested, if the LHS string is not the same as the RHS string, send the signal. The activator is unchanged from the input signal.
Contains
When tested, if the LHS string contains the RHS string, send the signal. The activator is unchanged from the input signal.

Gate

The Gate can perform logical operations on Boolean inputs.


INPUTS

Test Gate
Compare Boolean A to Boolean B. Any outputs will send a signal depending on the result.
Set A
Set the first Boolean value as specified in the input's properties.
Set B
Set the second Boolean value as specified in the input's properties.


OUTPUTS

AND
When tested, if both A and B are true, send the signal. The activator is unchanged from the input signal.
NAND
When tested, if A and B are not both true, send the signal. The activator is unchanged from the input signal.
OR
When tested, if A or B is true, send the signal. The activator is unchanged from the input signal.
NOR
When tested, if neither A nor B are true, send the signal. The activator is unchanged from the input signal.
XOR
When tested, if only one of A or B is true, send the signal. The activator is unchanged from the input signal.
XNOR
When tested, if A and B are both true or both false, send the signal. The activator is unchanged from the input signal.

Count

A counter that can signal its outputs when the specified max count is reached.


INPUTS

Add (Count)
Increase the Counter by the amount specified in the input's properties.
Subtract (Count)
Decrease the Counter by the amount specified in the input's properties.
Set (Count)
Set the Counter to the value specified in the input's properties.
Reset Count
Reset the Counter to its default value.


OUTPUTS

On Count Reached
If the counter has reached the max count when the value changes, send the signal. The activator is unchanged from the input signal.
On Count Not Reached
If the counter has not reached the max count when the value changes, send the signal. The activator is unchanged from the input signal.

Timer

A Timer will signal its outputs after waiting for the specified number of seconds.


INPUTS

Start Timer
Start the Timer.
Finish Timer
Skip the Timer straight to the end.
Stop Timer
Stop the Timer.
Pause
Pause the Timer. The current value will be saved.
Reset Timer
Reset the Timer to its duration.
Set Duration
Set the duration of the Timer. This does not reset a running timer.


OUTPUTS

On Timer Finished: When the Timer has finished, send a signal. The activator is unchanged from the input signal.

Delay

The Delay will hold a signal for a short time before sending it down the logic chain.


INPUTS

Signal
Signal the object. The signal contains an activator.
Set Delay
Set the duration, in seconds, of the delay as specified in the input's properties.


OUTPUTS

On Signaled
When the Delay/Repeater/Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.

Repeater

The Repeater object will signal its outputs over and over again a given number of times or infinitely.


INPUTS

Start Repeater
Start the Repeater.
Stop Repeater
Stop the Repeater.
Toggle Repeater
If the Repeater is stopped, it will start. If the Repeater is started, it will stop.


OUTPUTS

On Signaled
When the Delay/Repeater/Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.

Relay

A Relay will pass along any input signal to all of its outputs.


INPUTS

Signal
Signal the object. The signal contains an activator.


OUTPUTS

On Signaled
When the Delay/Repeater/Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.

Random Relay

A Random Relay will signal one of its outputs at random.


INPUTS

Signal
Signal the object. The signal contains an activator.
Reset Signaled Outputs
Reset signaled outputs to allow the Random Relay to reuse any previously signaled outputs.
Set Signal Count
Change the number of outputs to be signaled for each input signal.


OUTPUTS

On Random Relay Signaled
When the Random Relay receives a Signal input, send the signal. The activator is unchanged from the input signal.

Sequencer

A Sequencer will signal its outputs in a specified order. The default order is the order in which outputs are connected.


INPUTS

Signal
Signal the object. The signal contains an activator.
Reset Sequencer
Reset the Sequencer to its initial settings.
Change Index
Select the next output. The index is specified in the input's properties.


OUTPUTS

On Sequencer Signaled
When the Sequencer receives a Signal input, send the signal. The activator is unchanged from the input signal.


FX

Point Light

When your map is without form, and void; and darkness is upon the face of your textures. Place a light, and there will be light, and it will be good.


INPUTS

Set Color
Set the RGB color value as specified in the input's properties.
Enable
Turn on the light.
Disable
Turn off the light.
Set Intensity
Set the intensity of the light to the value specified in the input's properties.


OUTPUTS

None

Spot Light

When a Point Light doesn't provide enough focus, the Spot Light is there to fill your light beam needs.


INPUTS

Set Color
Set the RGB color value as specified in the input's properties.
Enable
Turn on the light.
Disable
Turn off the light.
Set Intensity
Set the intensity of the light to the value specified in the input's properties.


OUTPUTS

None

(The Medium Sparks through Invisible Hazard all share the same inputs and outputs)

Medium Sparks

Light produced by a sudden discontinuous discharge of electricity through air or another dielectric.


INPUTS

Enable Hazard
Enable the hazard. This turns on both damage and visual effects.
Disable Hazard
Disable the hazard. This turns off both damage and visual effects.


OUTPUTS

On Caused Damage
When this hazard causes damage, send a signal.
On Kill
When this hazard kills a target, send a signal with the target as the activator.

Small Sparks

A tiny spark effect for use with tiny malfunctions.


Large Explosion

Develop your own big bang theory with this military grade kaboom maker.


Medium Explosion

It may not be large, but it's the second best explosion you'll ever experience.


Small Explosion

Amaze your friends and frighten your neighbors with this bite sized explosion.


Barrel Explosion

Sometimes you want the explosion without the barrel.


Electric Explosion

This is what happens when you stick your entire head into a wall socket.


Large Fire

When a small fire just isn't enough, go large.


Medium Fire

If that fire is too large and that other fire is too small, this medium fire might be for you.


Small Fire

Fire! Fire! A small fire is just a big fire waiting to happen.


Flame Jet

9 out of 10 pyros agree that this flame jet is the best! Causes fire damage to players and demons.


Large Smoke

Where there's smoke there's a particle emitter.

Medium Smoke

Fool all your firefighter buddies into getting dressed for nothing.


Small Smoke

It's illegal in most places to have a small smoke indoors.


Large Smoke Stream

Where is all this smoke coming from?


Medium Smoke Stream

Don't breathe this.


Small Smoke Stream

Travelling at the speed of smoke.


Poison Cloud

Inhale the sweet aroma! Causes poison damage to players and demons.


Poison Jet

Use a high pressure jet of noxious death to rapidly insert poison into the atmosphere! Causes poison damage to players and demons.


Large Steam

A high flow rate steam exhaust. Proximity can result in amazingly wrinkle free clothes.


Medium Steam

This isn't your Grandma's humidifier.


Small Steam

A tiny jet of superheated gas. 2,400 PSI never looked so good!


Plasma

Looks like somebody dropped a cup of superheated plasma. So clumsy! Causes plasma damage to players and demons.


Radiation

A blob of radioactive goo you can use to decorate any room. Causes radiation damage to players and demons.


Invisible Hazard

When you want to inflict pain from an unseen force, the invisible hazard is for you. Causes variable damage to players and demons.


Laser

Wield the power of light! Causes damage to players and demons.


INPUTS

Enable Laser
Enable the Laser. This turns on both damage and visual effects.
Disable Laser
Disable the laser. This turns off both damage and visual effects.


OUTPUTS

On Caused Damage
When this hazard causes damage, send a signal.
On Kill
When this hazard kills a target, send a signal with the target as the activator.



GAMEPLAY

Gameplay Settings

The Gameplay Settings control numerous options for your map such as revival, loot drops, spawning rules, par time and more.


INPUTS

Set Active
Activate the object, allowing it to accept inputs and signal outputs.


OUTPUTS

None


Score Settings

The Score Settings control score point values and multipliers.


INPUTS

Set Active
Activate the object, allowing it to accept inputs and signal outputs.


OUTPUTS

None

Map

The Map object can signal when the map starts or be used to reveal a secret.


INPUTS

Reveal Secret
Reveal a secret to the activator's team.


OUTPUTS

On Safe Area Left
When a player leaves the safe area, send a signal. The first player to leave is the activator. Only signals once per match.
On Map Started
When the map starts, send a signal. This happens before all players are in the level. There is no activator.
On Match Started
When the match starts, send a signal. There is no activator.


Module

The Module object will apply inputs or signal outputs based on the module in which it is placed.

INPUTS

Start Lockdown
Start a lockdown event and bar the module doors. The settings may use the activator's position to decide the module.
End Lockdown
End the current lockdown event and unbar the module doors.

OUTPUTS

On Player Entered
When a player enters a module, send a signal. The player is the activator.
On Player Exited
When a player exits a module, send a signal. The player is the activator.
On Lockdown Started
When a lockdown starts, send a signal. The activator is unchanged from the Start Event or Start Lockdown input signal.
On Lockdown Ended
When a lockdown ends, send a signal. The activator is unchanged from the Start Event or End Lockdown input signal.


End Game

The End Game object defines the victory, defeat and draw conditions.

INPUTS

End in Victory
End the game and declare victory for the activator. If there is no activator, the game ends in Victory for all players.
End in Draw
End the game and declare a draw for the activator. If there is no activator, the game ends in a Draw for all players.
End in Defeat
End the game and declare defeat for the activator. If there is no activator, the game ends in Defeat for all players.
Determine End
End the game and declare the result for each player based on the input's properties.

OUTPUTS

None


Teleporter Pad

A UAC-i337 Teleporter Pad. Used to teleport humans, demons, and cargo from point A to point B with a 95.2% success rate.


INPUTS

Teleport To
Teleport the activator to this location.
Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.
Show
Show the object if it is hidden. The object can be hidden again with Hide.
Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Enable Teleporter
Enable the Teleporter.
Disable Teleporter
Disable the Teleporter.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.


OUTPUTS

On Entered
When an object enters the volume, send a signal. The object is the activator.
On Arrived
When a teleported object reaches this destination, send a signal. The teleported object is the activator.


Teleporter Destination

Teleport players, AI and other objects to this destination.

INPUTS

Teleport To
Teleport the activator to this location.


OUTPUTS

On Arrived
When a teleported object reaches this destination, send a signal. The teleported object is the activator.


Camera

Control the player's view with the Camera. Direct your own mega budget Snapchinima!

INPUTS

Enable Camera
Enable the Camera to replace the current view with the Camera's view. If Display To Activator Only is true, expects a player as an activator.
Disable Camera
Disable the Camera to replace the current view with the player's view. If Display To Activator Only is true, expects a player as an activator.

OUTPUTS

None


INTERACTIVES

Munitions Box

What's in the box?! Munitions! Well, not just munitions. Sometimes cool things like health and armor...


INPUTS

Disable Interactable
Disable the Interactable.
Enable Interactable
Enable the Interactable.
Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.
Show
Show the object if it is hidden. The object can be hidden again with Hide.
Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Used
When a player presses the use button on an object, send a signal. The player is the activator.


Panel

An interactive Panel, built from the highest quality punch-resistant polymer, can be used by players to signal other objects.

INPUTS

Disable Interactable
Disable the Interactable.
Enable Interactable
Enable the Interactable.
Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.
Show
Show the object if it is hidden. The object can be hidden again with Hide.
Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Used
When a player presses the use button on an object, send a signal. The player is the activator.


Power Station

The Power Station is the receptacle for Power Cores!

INPUTS

Respawn Core
Create another Power Core in the Power Station.
Set Core Color
Set the Power Station's color. This affects which Cores are accepted and the color of respawned Cores.
Enable Interactable
Enable the Interactable.
Disable Interactable
Disable the Interactable.
Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.
Show
Show the object if it is hidden. The object can be hidden again with Hide.
Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Taken
When a Power Core is taken from the Power Station, send a signal. The player who took the Power Core is the activator.
On Given
When the Power Station is given a Power Core, send a signal. The player who gave the Power Core is the activator.


Pressure Plate

The Pressure Plate will signal its outputs when a player or demon stands on it.

INPUTS

Disable Volume
Disable the Trigger or Player Blocking Volume.
Enable Volume
Enable the Trigger or Player Blocking Volume.
Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.
Set Color
Set the RGB color value as specified in the input's properties.
Show
Show the object if it is hidden. The object can be hidden again with Hide.
Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.

OUTPUTS

On Entered
When an object enters the volume, send a signal. The object is the activator.
On Exited
When an object exits the volume, send a signal. The object is the activator.
On Exited All
When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.


LARGE PROPS

All Large Props share the same Inputs and Outputs

Barrels 01

A non-explosive UAC containment barrel.

INPUTS

Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.
Show
Show the object if it is hidden. The object can be hidden again with Hide.
Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.


OUTPUTS

None


Barrels 02

3 non-explosive UAC barrels. No human would stack barrels like this.


Barricade 01

A reinforced portable wall unit.


Barricade 02

A security barricade unit.


Barricade 03

A security barricade unit.


Barricade 04

A security barricade unit.


Barricade 05

A security barricade unit with warning information.


Barricade 06

A large multi-panel security barricade unit.


Barricade 07

A reinforced metal security blockade unit.


Barricade 08

A retracted security barricade unit.


Barricade 09

A security barricade scanning unit.


Box 01

A storage case for laboratory equipment.


Box 02

A general use storage box.


Box 03

A shipping crate for laboratory equipment.


Cart 01

A UAC open equipment cart.


Cart 02

A UAC environment controlled equipment cart.


Control Console Corner Segment

A corner segment for the modular control console.


Control Console Main Segment

The central unit of a modular control console.


Control Console Short Segment

A short segment for the modular control console.


Control Console Tower Segment

A tower segment for the modular control console.


Control Panel

A freestanding control panel.


Crate 01

A practical and attractive storage solution for vitrified waste and compacted metals. Available in yellow.


Crate 02

An industrial storage crate.


Crate 02 Lid

A lid for an industrial storage crate.


Crate 02 Open

An open industrial storage crate.


Crate 03

An equipment container.


Crate 03 Lid

The lid for an equipment container.


Crate 03 Open

An open equipment storage container.


Crate 04

An industrial storage crate.


Crate 05

An industrial storage crate.


Crate 06

A large shipping and storage system.


Debris 01

Metal debris.


Debris 02

Metal debris.


Debris 03

Metal debris.


Debris 04

Metal debris.


Debris 05

Metal debris.


Debris Pile

A pile of metal debris.


Director's Chair

Adds an elegant yet powerful touch to any Director's office décor.


Duffle Bag

A rugged and easy-to-use equipment bag.


Executive Chair

Designed to fit your body like a glove, this office chair is for people who think best off of their feet


Exit Sign 01

An inactive Exit sign.


Exit Sign 02

An active Exit sign.


Fan

A portable fan.


Floor Mat

A UAC floor mat.


Floor Pad

An industrial floor pad.


Fork Lift

An industrial fork lift


Fuel Container

A portable refueling station.


Generator 01

A portable generator.


Generator 02

A backup power supply with extension cable.


Generator 03

A backup power supply.


Hand Light 01

A portable industrial light.


Hand Light 02

A portable industrial light.


Hand Light 03

A portable industrial light.


Hanging Light

A hanging light.


Hose Reel

A hose reel.


Hydraulic Hose

A thermoplastic high pressure hydraulic hose.

Kitchen Chair

A chair commonly found in lunchrooms.


Large Trash Can

A large containment barrier for storing community detritus.


Locker 01

A personal locker.


Locker 01 Door

A personal locker door.


Locker 01 Open

An open personal locker.


Locker 02

An equipment locker.


Machine 01

A thermal generator carbon extraction unit for oxygen depleted work environments.


Machine 02

A tri-station multi-phase variable frequency converter rack.


Monitor 01

A heavy framed industrial monitor.


Monitor 02

A wall mounted facility monitoring station.


Monitor 03

A free-standing facility monitoring station.


Office Chair

An standard office chair.


Orange Chair

Both orange and uncomfortable, this chair is the perfect working class seating solution.


Pallet 01

A warehouse pallet.


Shelf

A storage shelf.


Table

A kitchen table.


Vending Machine 01

A food vending machine.


Vending Machine 02

A drink vending machine.


Wall Light

An industrial wall light.


Warning Sign 01

A Move Up sign.


Warning Sign 02

A Move Down sign.


Warning Sign 03

A Watch Your Step sign.


Warning Sign 04

A Work Zone sign.


Warning Sign 05

A Hazardous Environment sign.


Warning Sign 06

An Authorized Personnel Only sign.


Warning Sign 07

A High Temperature sign.


Warning Sign 08

An Inhalation Hazard sign.


Warning Sign 09

A Burn Hazard sign.


Warning Sign 10

A Do Not Enter sign.


Warning Sign 11

A Fire Hazard sign.


Water Cooler

An eco-friendly water-responsible re-hydration station.


Wire 01

Coiled electrical wire.


Wire 02

A scrap of electrical wire.


Wire Spool

A wire spool.



PICKUPS

Flag (Red, Yellow, Blue, Green, Gray)

A droppable Red Flag

A droppable Yellow Flag.

A droppable Blue Flag. The Red Flag's evil twin.

A droppable Green Flag.

A droppable Gray Flag.

INPUTS

Reset Droppable
Reset the droppable to its initial position.
Delete Droppable
Delete the droppable from the map. This removes it from the world or from an inventory. A droppable can't be reset after being deleted.
Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.
Show
Show the object if it is hidden. The object can be hidden again with Hide.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Droppable Picked Up
When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
On Dropped
When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
On Touched By
When the droppable is touched, send a signal. The object that touched the droppable is the activator.
On Reset By
When an object is reset, send a signal. The activator is unchanged from the Reset input signal.


Keycard (Red, Yellow, Blue, Green, Gray)

A droppable Red Keycard. Grants you access to the cafeteria.

A droppable Yellow Keycard. Grants you access to the executive lounge.

A droppable Blue Keycard. Grants you access to the research laboratory.

A droppable Green Keycard. Grants you access to the armory.

A droppable Gray Keycard. Grants you access to level 5 restricted areas.

INPUTS

Reset Droppable
Reset the droppable to its initial position.
Delete Droppable
Delete the droppable from the map. This removes it from the world or from an inventory. A droppable can't be reset after being deleted.
Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.
Show
Show the object if it is hidden. The object can be hidden again with Hide.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Droppable Picked Up
When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
On Dropped
When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
On Touched By
When the droppable is touched, send a signal. The object that touched the droppable is the activator.
On Reset By
When an object is reset, send a signal. The activator is unchanged from the Reset input signal.

Power Core (Red, Yellow, Blue, Green, Gray)

A limited edition droppable Red Power Core.

A droppable Yellow Power Core. Enjoys being picked up and going on adventures.

A droppable Blue Power Core. Gets a bit lonely when it's away from its Power Station.

A droppable Green Power Core. Filled with sustainable, eco-friendly energy.

A droppable Gray Power Core. Supports the Power Station's five year plan for Mars domination.

INPUTS

Reset Droppable
Reset the droppable to its initial position.
Delete Droppable
Delete the droppable from the map. This removes it from the world or from an inventory. A droppable can't be reset after being deleted.
Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.
Show
Show the object if it is hidden. The object can be hidden again with Hide.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Droppable Picked Up
When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
On Dropped
When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
On Touched By
When the droppable is touched, send a signal. The object that touched the droppable is the activator.
On Reset By
When an object is reset, send a signal. The activator is unchanged from the Reset input signal.

Ammo Box

A box of universal ammo. One round to rule them all.

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.


Ammo Pack

An Ammo Pack filled with universal ammo. All those UAC research dollars actually produced something useful.

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.

Armor Shard

An Armor Shard worth 5 points of armor. Just slap it on like an armor-plated bandage.

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.


Armor Shield

An Armor Shield worth 25 points of armor. Ergonomically designed for less chafing.

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.


Armor Suit

An Armor Suit worth 50 points of armor. It protects your innards!

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.


Container

A Container can be filled with health, armor, ammo, or player resources.

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.

Demon Rune

A Demon Rune will transform a human player into a demon player when picked up. An unholy marriage of science and the occult.

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.

Flag Base

This object is used to mark key locations, such as a flag spawn.

INPUTS

Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.
Show
Show the object if it is hidden. The object can be hidden again with Hide.
Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

None


Haste

Haste increases the player's movement speed and firing speed for a short time. Gotta go fast!

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.


Large Health

A Large Health pack worth 50 points of health. How am I supposed to fit all these fluids in my body?

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.


Medium Health

A Medium Heath pack worth 25 points of health. Helps you walk it off.

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.

Small Health

A Small Health pack worth 5 points of health. A cure for little bumps and bruises.

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.


Mega Health

A Mega Health worth more health and armor than you can carry.

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.

Quad Damage

Quad Damage significantly increases the player's damage for a short time. 4 times the damage, 20 times the fun.

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.


Regeneration

Regeneration restores the player's health over time. Does not cause immortality.

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When an object is picked up, send a signal. The player who picked up the object is the activator.


PLAYER & TEAM

Player Proxy

The Player Proxy is used to apply inputs or gather outputs from players in your map.

INPUTS

Hurt
Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Kill Player
Kill a player. Expects a player as an activator.
Set Modifier
Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator.
Give Player Score
Give the player the score specified in the input's properties. Expects a player as an activator.
Revive
Revive an incapacitated player. Expects a player as an activator.
Incapacitate
Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator.
Change Race
Transform a player into a human or a demon. Expects a player as an activator.
Give Health
Give the player the amount of health specified in the input's properties. Expects a player as an activator.
Respawn
When the activator is a dead player, this action will respawn them
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Revived
When a player is revived by a teammate, send a signal. The revived player is the activator.
On Incapacitated
When a player is incapacitated, send a signal. The incapacitated player is the activator.
On Player Spawned
When a player spawns, send a signal. The spawned player is the activator.
On Killed
When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties.
On Hurt
When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties.
On Killed a Demon Player
When a player kills a demon player, send a signal. The player that killed the demon player is the activator.
On Killed an AI
When a player kills an AI, send a signal. The player is the activator.
On Player Score Reached
When a player reaches the target score specified in the input's properties, send a signal. The player is the activator.
On Intensity Changed
When the intensity changes, based on how well a player is playing, send a signal. The player whose intensity changed is the activator.
On Killed Self
When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator.
On Match Joined
When a player joins the match, send a signal. The player is the activator.
On Match Left
When a player leaves the match, send a signal. The player is the activator.


Team Proxy

The Team Proxy is used to apply inputs or gather outputs from teams in your map.

INPUTS

Give Team Score
Give the activator's team the score specified in the input's properties. Expects a player or demon that is assigned to a team as an activator.
Set Team
Assign the signal's activator to the team specified in the input's properties. Expects a player or demon as an activator.

OUTPUTS

On Team Score Reached
When a team reaches the target score specified in the input's properties, send a signal. The team is the activator.
On Team Intensity Changed
When the team intensity changes, based on how well the team members are playing, send a signal. The team whose intensity changed is the activator.

Player Start

A spawn location for a player. At least one is required per map.

INPUTS

Disable Player Start
Disable the Player Start.
Enable Player Start
Enable the Player Start.

OUTPUTS

On Spawned
When a player spawns at the start location, send a signal. The spawned player is the activator.

Inventory

The Inventory object is used to give or take inventory items from players.

INPUTS

Give Droppable
Give the player the droppable specified in the input's properties. Expects a player as an activator.
Give Equipment
Give the player the equipment specified in the input's properties. Expects a player as an activator.
Give Weapon
Give the player the weapon specified in the input's properties. Expects a player as an activator.
Give Powerup
Give the player the powerup specified in the input's properties. Expects a player as an activator.
Remove Equipment
Remove the equipment specified in the input's properties. Expects a player as an activator.
Remove Weapon
Remove the weapon specified in the input's properties. Expects a player as an activator.
Remove Droppable
Remove the droppable specified in the input's properties. Expects a player as an activator.
Drop Current Weapon
Drop the current weapon from the activator's inventory. Expects a player as an activator.
Give Ammo
Will give ammo to the player.
Take Ammo
Will take ammo away from the player.

OUTPUTS

On Remove Droppable Failed
When an attempt to remove a droppable from an inventory fails, send a signal. The player who owns the inventory is the activator.
On Remove Droppable Succeeded
When a droppable is successfully removed from an inventory, send a signal. The player who owns the inventory is the activator.

Vitals

The Vitals object is used to give health and armor to players.

INPUTS

Give Health
Give the player the amount of health specified in the input's properties. Expects a player as an activator.
Give Armor
Give the player the amount of armor specified in the input's properties. Expects a player as an activator.

OUTPUTS

None

Player Loadout

The Player Loadout object is used to give weapons, equipment, and skills to a specific player.

INPUTS

Give Loadout
Give the player the loadout specified in the object's properties. Expects a player as an activator.

OUTPUTS

None

Player Input

The Player Input object, when enabled, collects player input which can be used to signal other objects.

INPUTS

Enable Player Input
Enable the Player Input.
Disable Player Input
Disable the Player Input.

OUTPUTS

On Pressed
If the Player Input is enabled when a player presses the specified input, send a signal. The player is the activator.
On Released
If the Player Input is enabled when a player releases the specified input, send a signal. The player is the activator.


SMALL PROPS

Battery

An ancient repository for converting chemical energy into electrical energy.

INPUTS

Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.

OUTPUTS

None


SPAWNERS

Custom Group Encounter

A Custom Group Encounter will spawn a number of encounters simultaneously.

INPUTS

Spawn Encounter
Start spawning the demons in the encounter. The settings may use the activator's position to decide the spawn location.
Apply Buff
Apply the buff specified in the input's properties. Expects an AI as an activator.
Assign Team
Assign a team to each AI that spawns from the encounter. The team is specified in the input's properties.
Hurt
Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Heal
Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.

OUTPUTS

On Started
When the encounter starts, send a signal. The activator is unchanged from the input signal.
On Encounter Finished
When the encounter has finished, send a signal. The activator is unchanged from the input signal.
On Demon Killed
When a demon is killed during the encounter, send a signal. The activator, demon or killer, is specified in the output's properties.
On Demon Spawned
When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.

Group Demon Encounter

A Group Demon Encounter will spawn a single group of Demons.

INPUTS

Spawn Encounter
Start spawning the demons in the encounter. The settings may use the activator's position to decide the spawn location.
Apply Buff
Apply the buff specified in the input's properties. Expects an AI as an activator.
Assign Team
Assign a team to each AI that spawns from the encounter. The team is specified in the input's properties.
Hurt
Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Heal
Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.

OUTPUTS

On Started
When the encounter starts, send a signal. The activator is unchanged from the input signal.
On Encounter Finished
When the encounter has finished, send a signal. The activator is unchanged from the input signal.
On Demon Killed
When a demon is killed during the encounter, send a signal. The activator, demon or killer, is specified in the output's properties.
On Demon Spawned
When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.

Single Demon Encounter

A Single Demon Encounter will spawn a single, specified Demon.

INPUTS

Spawn Encounter
Start spawning the demons in the encounter. The settings may use the activator's position to decide the spawn location.
Apply Buff
Apply the buff specified in the input's properties. Expects an AI as an activator.
Assign Team
Assign a team to each AI that spawns from the encounter. The team is specified in the input's properties.
Hurt
Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Heal
Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.

OUTPUTS

On Started
When the encounter starts, send a signal. The activator is unchanged from the input signal.
On Encounter Finished
When the encounter has finished, send a signal. The activator is unchanged from the input signal.
On Demon Killed
When a demon is killed during the encounter, send a signal. The activator, demon or killer, is specified in the output's properties.
On Demon Spawned
When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.

Survival Event

Description: The Survival Event will spawn an increasingly difficult onslaught of demons for the duration of the event.

INPUTS

Start Event
Start the Event. The Event expects an activator and the activator will be cached and attached to the On Event Finished signal.
Finish Event
Finish the event immediately. Existing AI will not be removed.

OUTPUTS

On Event Finished
When the event has finished, send a signal. The activator is unchanged from the input signal.


Wave Event

The Wave Event will spawn multiple waves of enemy encounters successively. The event ends when all waves are vanquished.

INPUTS

Start Event
Start the Event. The Event expects an activator and the activator will be cached and attached to the On Event Finished signal.
Finish Event
Finish the event immediately. Existing AI will not be removed.

OUTPUTS

On Event Finished
When the event has finished, send a signal. The activator is unchanged from the input signal.


Miniboss Event

The Miniboss Event will spawn a powerful miniboss. The event ends when the boss is defeated.

INPUTS

Start Event
Start the Event. The Event expects an activator and the activator will be cached and attached to the On Event Finished signal.
Finish Event
Finish the event immediately. Existing AI will not be removed.

OUTPUTS

On Event Finished
When the event has finished, send a signal. The activator is unchanged from the input signal.


Item Spawn Settings

The Item Spawn Settings provide control over global automatic spawning for pickups, munitions boxes, powerups, and weapons.

INPUTS

Set Active
Activate the object, allowing it to accept inputs and signal outputs.
Set Inactive
Deactivate the object. The object will stop accepting inputs and signaling outputs.

OUTPUTS

None


Spawn Weapon

The Spawn Weapon object will spawn a weapon on demand. Guns. Lots of guns.

INPUTS

Spawn Object
Spawn the object. The settings may use the activator's position to decide the spawn location.
Remove All
Remove all objects. The objects will be removed from the map.

OUTPUTS

On Picked Up
When a player presses the use button on the weapon, send a signal. The player is the activator.

Spawn Ammo

The Spawn Ammo object will spawn ammo on demand.

INPUTS

Spawn Object
Spawn the object. The settings may use the activator's position to decide the spawn location.
Remove All
Remove all objects. The objects will be removed from the map.

OUTPUTS

On Picked Up
When a player presses the use button on the weapon, send a signal. The player is the activator.


Spawn Armor

The Spawn Armor object will spawn armor on demand.

INPUTS

Spawn Object
Spawn the object. The settings may use the activator's position to decide the spawn location.
Remove All
Remove all objects. The objects will be removed from the map.

OUTPUTS

On Picked Up
When a player presses the use button on the weapon, send a signal. The player is the activator.


Spawn Health

The Spawn Health object will spawn health on demand.

INPUTS

Spawn Object
Spawn the object. The settings may use the activator's position to decide the spawn location.
Remove All
Remove all objects. The objects will be removed from the map.

OUTPUTS

On Picked Up
When a player presses the use button on the weapon, send a signal. The player is the activator.

Spawn Powerup

The Spawn Powerup object will spawn a powerup on demand.

INPUTS

Spawn Object
Spawn the object. The settings may use the activator's position to decide the spawn location.
Remove All
Remove all objects. The objects will be removed from the map.

OUTPUTS

On Picked Up
When a player presses the use button on the weapon, send a signal. The player is the activator.


Spawn Droppable

The Spawn Droppable object will spawn droppables on demand.

INPUTS

Spawn Object
Spawn the object. The settings may use the activator's position to decide the spawn location.

OUTPUTS

On Dropped
When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
On Droppable Picked Up
When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.


Spawn Container

The Spawn Container object will spawn containers filled with the specified items.

INPUTS

Spawn Object
Spawn the object. The settings may use the activator's position to decide the spawn location.
Remove All
Remove all objects. The objects will be removed from the map.

OUTPUTS

On Picked Up
When a player presses the use button on the weapon, send a signal. The player is the activator.



VARIABLES

Player Resource

A variable that represents a custom Player Resource type. It can be set to a whole number.

INPUTS

Spend
Spend the resource value specified in the input's properties. Fails if there are insufficient resources. Expects a player as an activator.
Set (Player Resource)
Set the Player Resource to the value specified in the input's properties. Expects a player as an activator.
Add (Player Resource)
Increase the Player Resource by the amount specified in the input's properties. Expects a player as an activator.
Subtract (Player Resource)
Decrease the Player Resource by the amount specified in the input's properties. Expects a player as an activator.

OUTPUTS

On Changed
When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
On Spend Player Resource Succeeded
When an attempt to spend a Player Resource succeeds, send a signal. The activator is unchanged from the input Spend signal.
On Spend Player Resource Failed
When an attempt to spend a Player Resource fails, send a signal. The activator is unchanged from the input Spend signal.
On Spend Player Resource Attempted
When an attempt to spend a Player Resource is made, send a signal. The activator is unchanged from the input Spend signal.

Team Resource

A variable that represents a custom Team Resource type. It can be set to a whole number.

INPUTS

Spend
Spend the resource value specified in the input's properties. Fails if there are insufficient resources. Expects a player as an activator.
Set (Team Resource)
Set the activator's Team Resource to the value specified in the input's properties. Expects an object an activator.
Add (Team Resource)
Increase the activator's Team Resource by the amount specified in the input's properties. Expects an object an activator.
Subtract (Team Resource)
Decrease the activator's Team Resource by the amount specified in the input's properties. Expects an object an activator.

OUTPUTS

On Changed
When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
On Spend Team Resource Succeeded
When an attempt to spend a Team Resource succeeds, send a signal. The activator is unchanged from the input Spend signal.
On Spend Team Resource Failed
When an attempt to spend a Team Resource fails, send a signal. The activator is unchanged from the input Spend signal.
On Spend Team Resource Attempted
When an attempt to spend a Team Resource is made, send a signal. The activator is unchanged from the input Spend signal.


Integer

An Integer variable can be set to a whole number and used to control certain properties on other objects.

INPUTS

Set (Integer)
Set the Integer to the value specified in the input's properties.
Add (Integer)
Increase the Integer by the amount specified in the input's properties.
Subtract (Integer)
Decrease the Integer by the amount specified in the input's properties.
Multiply (Integer)
Set the Integer to the product of its current value and the value specified in the input's properties.
Divide (Integer)
Set the Integer to the quotient from dividing the current value by the value specified in the input's properties.
Modulo (Integer)
Set the Integer to the remainder after dividing the current value by the value specified in the input's properties.
Min (Integer)
Set the Integer to the value specified in the input's properties if it is less than the current value.
Max (Integer)
Set the Integer to the value specified in the input's properties if it is greater than the current value.
Random (Integer)
Set the Integer to a random value between the allowed minimum and maximum.

OUTPUTS

On Changed
When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.

Number

A Number variable can be set to a number with decimal places and used to control certain properties on other objects.

INPUTS

Set (Number)
Set the Number to the value specified in the input's properties.
Add (Number)
Increase the Number by the amount specified in the input's properties.
Subtract (Number)
Decrease the Number by the amount specified in the input's properties.
Multiply (Number)
Set the Number to the product of its current value and the value specified in the input's properties.
Divide (Number)
Set the Number to the quotient from dividing the current value by the value specified in the input's properties.
Modulo (Number)
Set the Number to the remainder after dividing the current value by the value specified in the input's properties.
Min (Number)
Set the Number to the value specified in the input's properties if it is less than the current value.
Max (Number)
Set the Number to the value specified in the input's properties if it is greater than the current value.
Random (Number)
Set the Number to a random value between the allowed minimum and maximum.

OUTPUTS

On Changed
When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.


String

A String variable can be set to a text string and used to control certain properties on other objects.

INPUTS

Build
Combine Integer, Number, Boolean or String variables into one String.
Set (String)
Set the String to the value specified in the input's properties.

OUTPUTS

On Changed
When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.


Boolean

A Boolean variable can be set to true or false and used to control certain properties on other objects.

INPUTS

Test Boolean
Check the value of the Boolean. Any outputs will send a signal depending on the result.
Set True
Set the Boolean value to true.
Set False
Set the Boolean value to false.
Toggle
Toggle the Boolean value.
Set (Boolean)
Set the Boolean to the value specified in the input's properties.

OUTPUTS

On Changed
When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
On Tested True
When tested, if the Boolean value is true, send the signal. The activator is unchanged from the input signal.
On Tested False
When tested, if the Boolean value is false, send the signal. The activator is unchanged from the input signal.


Color

A Color variable can be set to a specific RGB value and used to control certain properties on other objects.

INPUTS

Set (Color)
Set the Color to the value specified in the input's properties.
Set Red
Set the red color component to the value specified in the input's properties.
Set Green
Set the green color component to the value specified in the input's properties.
Set Blue
Set the blue color component to the value specified in the input's properties.

OUTPUTS

On Changed
When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.

Custom Filter

Add filters to the Custom Filter to define the who, what and where. Use the Custom Filter by name or place it between an output and an input.

INPUTS

None

OUTPUTS

None (Add Filter implicit)


Cached Object

A Cached Object variable will store away an object, allowing the stored object to be referenced later in a logic chain.

INPUTS

Set (Cached Object)
Set the Cached Object to the activator. This allows you to store the activator for future use.
Get
Get the currently held value in the Cached Object. Used with the On Get output.
Clear (Cached Object)
Clear the currently held value in the Cached Object.

OUTPUTS

On Changed
When the value changes, send a signal. The activator is the Resource or Cached Entity that changed. There is no activator for Boolean, Color, Integer, Number or String variables.
On Get
When the Cached Object receives a Get input, send a signal. The object held in the Cached Object is the activator.


VOLUMES

Box Trigger

The Box Trigger will signal its outputs when a player or demon enters the bounding.

INPUTS

Disable Volume
Disable the Trigger or Player Blocking Volume.
Enable Volume
Enable the Trigger or Player Blocking Volume.
Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Make Visible
Make the volume visible to the player. The volume will be transparent.
Make Invisible
Make the volume invisible to the player. The volume still functions, just can't be seen.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Entered
When an object enters the volume, send a signal. The object is the activator.
On Trigger Used
When a player presses the use button on the trigger, send a signal. The player is the activator.
On Exited
When an object exits the volume, send a signal. The object is the activator.
On Exited All
When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.


Cylinder Trigger

The Cylinder Trigger will signal its outputs when a player or demon enters the bounding.

INPUTS

Disable Volume
Disable the Trigger or Player Blocking Volume.
Enable Volume
Enable the Trigger or Player Blocking Volume.
Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Make Visible
Make the volume visible to the player. The volume will be transparent.
Make Invisible
Make the volume invisible to the player. The volume still functions, just can't be seen.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Entered
When an object enters the volume, send a signal. The object is the activator.
On Trigger Used
When a player presses the use button on the trigger, send a signal. The player is the activator.
On Exited
When an object exits the volume, send a signal. The object is the activator.
On Exited All
When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.


Inhibit AI Conductor Spawning Box

The Inhibit AI Conductor Spawning Box prevents AI Conductor objects from spawning a demon inside the defined volume.

INPUTS

Enable Inhibitor Volume
Enable the Inhibit AI Conductor Spawning Volume.
Disable Inhibitor Volume
Disable the Inhibit AI Conductor Spawning Volume.

OUTPUTS

None


Player Blocking Volume

The Player Blocking Volume prevents players and projectiles from passing through the defined volume.

INPUTS

Disable Volume
Disable the Trigger or Player Blocking Volume.
Enable Volume
Enable the Trigger or Player Blocking Volume.
Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Make Visible
Make the volume visible to the player. The volume will be transparent.
Make Invisible
Make the volume invisible to the player. The volume still functions, just can't be seen.
Set Color
Set the RGB color value as specified in the input's properties.

OUTPUTS

None


Shootable Trigger

The Shootable Trigger will signal its outputs when taking damage.

INPUTS

Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.
Make Visible
Make the volume visible to the player. The volume will be transparent.
Make Invisible
Make the volume invisible to the player. The volume still functions, just can't be seen.

OUTPUTS

On Damaged
Will fire anytime the trigger is damaged.
On Damage Threshold Reached
Will fire once damage threshold has been reached.


Team Capture Point

It takes teamwork to gain control of the Team Capture Point.

INPUTS

Show
Show the object if it is hidden. The object can be hidden again with Hide.
Hide
Hide the object. The object will exist if hidden and can be shown again later using Show.
Delete
Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Captured
When the Team Capture Point is captured, send a signal for each activator. The activator, a capturing player or none, is specified in the output's properties.
On Capture Point Entered
When a required player enters the Capture Point, send a signal. The player that entered the Capture Point is the activator.
On Capture Point Exited
When a required player leaves the Capture Point, send a signal. The player who left the Capture Point is the activator.


WEAPONS

All Weapons share the same inputs and outputs

BFG

Most research regarding the BFG-9000 remains classified. The design was first [REDACTED] by [REDACTED] and [REDACTED].

INPUTS

Respawn
Create another object. The settings may use the activator's position to decide the spawn location.
Remove
Remove the object. The object will be removed from the map.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.

OUTPUTS

On Picked Up
When a player presses the use button on the weapon, send a signal. The player is the activator.

Burst Rifle

A selective-fire battle rifle equipped with a reciprocating barrel assembly and 3-round burst mode.

Chaingun

A large drum-fed rotary machine gun with a high rate of fire.

Combat Shotgun

A pump-action shotgun with a tight spread of buckshot.

Gauss Cannon

A devastatingly accurate long-range weapon with a noticeable kick that must be compensated for by the operator.

Heavy Assault Rifle

Features a dependable mechanical firing mechanism, high accuracy at long range, and an abundant supply of ammunition.

Hellshot

An advanced semi-automatic energy weapon.

Lightning Gun

Short range energy weapon that fires a constant stream of electricity.

Plasma Rifle

A fully automatic rifle that fires pulses of super-heated plasma capable of dealing splash damage.

Rocket Launcher

Fires rockets that explode on impact, doing damage over a large area.

Super Shotgun

A break-action double barrel shotgun that fires a wide spread of buckshot.

Vortex Rifle

A precision long-range energy weapon with a magnified optic.


DOORS

Door

Four Way
A door that opens in four directions like a big X.
Horizontal Split
A door that is split horizontally through the middle.
Industrial
A grimy metal door.
No Door
Turns door into an archway.
Door
A door. It opens. It closes.
Secret
A door that opens upwards and appears to be a wall. Opens when used by the player.
Vertical
A door that opens upwards.
Vertical Split
A door that is split vertically down the middle.

INPUTS

Lock
Lock the door in the closed position.
Unlock
Unlock a locked door.
Open
Open the door.
Close
Close the door.
Start Lockdown
Start a lockdown on this door.
End Lockdown
End the lockdown on this door.
Open Always
Leave the door in the open position.

OUTPUTS

On Opened
When the door opens, send a signal. There is no activator.
On Closed
When the door closes, send a signal. There is no activator.