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Difference between revisions of "Flow"

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== 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!
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Follow: Lead a demon to the AI navigation point.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
===AI Conductor - Survival===
 
 
The Survival AI Conductor will spawn an increasingly difficult onslaught of demons until every player is dead.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Follow: Lead a demon to the AI navigation point.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None (implicit On Reached output.)
 
 
 
===AI Proxy===
 
 
The AI Proxy is used to apply inputs or gather outputs from demons in your map.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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!
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
===Roomtone===
 
 
The Roomtone object sets ambient sounds within the module.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
===VEGA Speaker===
 
 
The VEGA Speaker plays words and phrases. It's the best way to hear voices in your head.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
===Message===
 
 
The Message object is used to send messages directly to a player's HUD.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Show: Show the Message. Hides itself automatically using the Message Duration property.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Play: Play the chosen callout.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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!
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
===POI Settings===
 
 
The POI Settings object defines the color, shape and look for point of interest icons.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Set Active: Activate the object, allowing it to accept inputs and signal outputs.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
===Objective===
 
 
The Objective controls HUD text, icons, or progress bars to help direct players to their goals.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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 ==
 
== FLOW ==
  
Line 775: Line 293:
  
 
;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.
 
 
 
== 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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
===Spot Light===
 
 
When a Point Light doesn't provide enough focus, the Spot Light is there to fill your light beam needs.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Set Active: Activate the object, allowing it to accept inputs and signal outputs.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
===Score Settings===
 
 
The Score Settings control score point values and multipliers.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Set Active: Activate the object, allowing it to accept inputs and signal outputs.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
===Map===
 
 
The Map object can signal when the map starts or be used to reveal a secret.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Reveal Secret: Reveal a secret to the activator's team.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Teleport To: Teleport the activator to this location.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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!
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
 
== INTERACTIVES ==
 
 
===Munitions Box===
 
 
What's in the box?! Munitions! Well, not just munitions. Sometimes cool things like health and armor...
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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!
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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!
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
===Haste===
 
 
Haste increases the player's movement speed and firing speed for a short time. Gotta go fast!
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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?
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Disable Player Start: Disable the Player Start.
 
;Enable Player Start: Enable the Player Start.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
===Player Loadout===
 
 
The Player Loadout object is used to give weapons, equipment, and skills to a specific player.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Give Loadout: Give the player the loadout specified in the object's properties. Expects a player as an activator.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
===Player Input===
 
 
The Player Input object, when enabled, collects player input which can be used to signal other objects.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Enable Player Input: Enable the Player Input.
 
;Disable Player Input: Disable the Player Input.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
== SPAWNERS ==
 
 
 
===Custom Group Encounter===
 
 
A Custom Group Encounter will spawn a number of encounters simultaneously.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
===Spawn Weapon===
 
 
The Spawn Weapon object will spawn a weapon on demand. Guns. Lots of guns.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 
  
  
Line 2,756: Line 489:
 
;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 Get: When the Cached Object receives a Get input, send a signal. The object held in the Cached Object is the activator.
 
;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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''INPUTS'''
 
|}
 
 
;Enable Inhibitor Volume: Enable the Inhibit AI Conductor Spawning Volume.
 
;Disable Inhibitor Volume: Disable the Inhibit AI Conductor Spawning Volume.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
 
===Player Blocking Volume===
 
 
The Player Blocking Volume prevents players and projectiles from passing through the defined volume.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''OUTPUTS'''
 
|}
 
 
None
 
 
 
===Shootable Trigger===
 
 
 
The Shootable Trigger will signal its outputs when taking damage.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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].
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 
 
{| class="wikitable" style="width: 60%;"
 
!'''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.
 

Revision as of 2016-05-11T19:08:50

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.



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.