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Difference between revisions of "Logic"

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== CATEGORY: AI ==
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Logic items are objects that are placed in the SnapMap editor but generally do not have a physical representation in game.
  
'''AI Combat Point'''
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* AI
 
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** [[AI Path Points]]
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!
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** [[AI Conductors]]
 
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** [[AI Proxy]]
{| class="wikitable" style="width: 60%;"
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* Audio
!colspan="2"|'''INPUTS'''
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** [[Speakers]]
|-
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** [[Voice Speaker]]
|'''Follow''' || Lead a demon to the AI navigation point.
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** [[Music]]
|}
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** [[Roomtone]]
 
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* Communication
{| class="wikitable" style="width: 60%;"
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** [[World Text]]
!colspan="2"|'''OUTPUTS'''
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** [[Datapad Message]]
|-
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** [[Message]]
| style="width: 25%"|
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** [[Transmission Message]]
None ||(implicit On Reached output.)
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** [[Callout]]
|}
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** [[Camera]]
 
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** [[Player Camera]]
 
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** [[HUD Settings]]
'''AI Conductor - Classic'''
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** [[POI Settings]]
 
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** [[Objective]]
The Classic AI Conductor will auto-populate a linear level with increasingly difficult demon encounters that do not respawn behind you.
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** [[Main Objective]]
 
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** [[Sub Objective]]
{| class="wikitable" style="width: 60%;"
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* [[Doors]]
!colspan="2"|'''INPUTS'''
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* Gameplay
|-
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** [[Gameplay Settings]]
|'''Set Active''' || Activate the object, allowing it to accept inputs and signal outputs.
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** [[Next Map Settings]]
|-
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** [[Score Settings]]
|'''Set Inactive''' || Deactivate the object. The object will stop accepting inputs and signaling outputs.
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** [[Map]]
|-
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** [[Module]]
|'''Pause Spawning''' || Pause spawning new AI.
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** [[End Game]]
|-
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** [[Teleporter Pad]]
|'''Unpause Spawning''' || Continue spawning new AI.
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** [[Teleport Destination]]
|-
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** [[Launch Pad]]
|'''Change Tier''' || Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
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** [[Launch Pad Destination]]
|-
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* Spawners
|'''Reset Tier''' || Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.
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** [[Custom Encounter|Custom Group Encounter]]
|}
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** [[Group Encounter|Group Demon Encounter]]
 
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** [[Single Encounter|Single Demon Encounter]]
{| class="wikitable" style="width: 60%;"
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** [[Events]]
!colspan="2"|'''OUTPUTS'''
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** [[Item Spawn Settings]]
|-
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** [[Spawn Items]]
|None||-
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** [[Spawn Hazard]]
|}
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* Player and Team
 
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** [[Player Proxy]]
 
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** [[Team Proxy]]
'''AI Conductor - Survival'''
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** [[Player Start]]
 
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** [[Inventory]]
The Survival AI Conductor will spawn an increasingly difficult onslaught of demons until every player is dead.
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** [[Vitals]]
Inputs:
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** [[Player Loadout]]
Set Active: Activate the object, allowing it to accept inputs and signal outputs.
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** [[Player Input]]
Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
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* Volumes
Pause Spawning: Pause spawning new AI.
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** [[Triggers]]
Unpause Spawning: Continue spawning new AI.
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** [[Inhibit AI|Inhibit AI Conductor Spawning Box]]
Change Tier: Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
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** [[Blocking Box]]
Reset Tier: Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.
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** [[Shootable Trigger]]
Outputs:
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** [[Team Capture Point]]
On Spawn Waves Started: When an AI Conductor starts spawning waves, send a signal. There is no activator.
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On Spawn Break Started: When an AI Conductor starts a break between waves, send a signal. There is no activator.
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'''AI Path Point'''
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Demons following an AI Path will move from point to point until they reach the end point or are interrupted.
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Inputs:
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Follow: Lead a demon to the AI navigation point.
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Outputs:
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None (implicit On Reached output.)
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'''AI Proxy'''
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The AI Proxy is used to apply inputs or gather outputs from demons in your map.
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Inputs:
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Kill AI: Kill an AI. Expects an AI as an activator.
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Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
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Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
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Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
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Set Point Of Interest: Apply a POI icon to the object.
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Clear Points Of Interest: Remove any POIs that have been set.
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Remove Demon: Will remove a demon from a map. Does not send a signal for killing AI.
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Outputs:
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On AI Spawned: When an AI is spawned, send a signal. The spawned AI is the activator.
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On Hurt: When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.
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On Killed: When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.
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Latest revision as of 2016-12-07T13:25:32

Logic items are objects that are placed in the SnapMap editor but generally do not have a physical representation in game.