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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.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''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.
| + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''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
| + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''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
| + | |
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− | | + | |
− | | + | |
− | == GAMEPLAY ==
| + | |
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− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''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
| + | |
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− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''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.
| + | |
Logic items are objects that are placed in the SnapMap editor but generally do not have a physical representation in game.