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Difference between revisions of "Logic"

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== AI ==
+
Logic items are objects that are placed in the SnapMap editor but generally do not have a physical representation in game.
  
 
+
* AI
 
+
** [[AI Path Points]]
 
+
** [[AI Conductors]]
 
+
** [[AI Proxy]]
 
+
* Audio
----
+
** [[Speakers]]
 
+
** [[Voice Speaker]]
 
+
** [[Music]]
'''''AI Combat Point'''''
+
** [[Roomtone]]
 
+
* Communication
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!
+
** [[World Text]]
 
+
** [[Datapad Message]]
{| class="wikitable" style="width: 60%;"
+
** [[Message]]
!'''INPUTS'''
+
** [[Transmission Message]]
|}
+
** [[Callout]]
 
+
** [[Camera]]
;Follow: Lead a demon to the AI navigation point.
+
** [[Player Camera]]
 
+
** [[HUD Settings]]
{| class="wikitable" style="width: 60%;"
+
** [[POI Settings]]
!'''OUTPUTS'''
+
** [[Objective]]
|}
+
** [[Main Objective]]
 
+
** [[Sub Objective]]
None (implicit On Reached output.)
+
* [[Doors]]
 
+
* Gameplay
 
+
** [[Gameplay Settings]]
 
+
** [[Next Map Settings]]
 
+
** [[Score Settings]]
 
+
** [[Map]]
 
+
** [[Module]]
----
+
** [[End Game]]
 
+
** [[Teleporter Pad]]
 
+
** [[Teleport Destination]]
'''''AI Conductor - Classic'''''
+
** [[Launch Pad]]
 
+
** [[Launch Pad Destination]]
The Classic AI Conductor will auto-populate a linear level with increasingly difficult demon encounters that do not respawn behind you.
+
* Spawners
 
+
** [[Custom Encounter|Custom Group Encounter]]
{| class="wikitable" style="width: 60%;"
+
** [[Group Encounter|Group Demon Encounter]]
!'''INPUTS'''
+
** [[Single Encounter|Single Demon Encounter]]
|}
+
** [[Events]]
 
+
** [[Item Spawn Settings]]
;Set Active: Activate the object, allowing it to accept inputs and signal outputs.
+
** [[Spawn Items]]
;Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
+
** [[Spawn Hazard]]
;Pause Spawning: Pause spawning new AI.
+
* Player and Team
;Unpause Spawning: Continue spawning new AI.
+
** [[Player Proxy]]
;Change Tier: Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
+
** [[Team Proxy]]
;Reset Tier: Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.
+
** [[Player Start]]
 
+
** [[Inventory]]
{| class="wikitable" style="width: 60%;"
+
** [[Vitals]]
!'''OUTPUTS'''
+
** [[Player Loadout]]
|}
+
** [[Player Input]]
 
+
* Volumes
None
+
** [[Triggers]]
 
+
** [[Inhibit AI|Inhibit AI Conductor Spawning Box]]
 
+
** [[Blocking Box]]
 
+
** [[Shootable Trigger]]
 
+
** [[Team Capture Point]]
 
+
 
+
----
+
 
+
 
+
'''''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
+
 
+
 
+
 
+
== 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
+
 
+
 
+
 
+
== 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.
+

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.