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Difference between revisions of "Logic"

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== CATEGORY: AI ==
+
== AI ==
 +
 
  
 
===AI Combat Point===
 
===AI Combat Point===
Line 6: Line 7:
  
 
{| class="wikitable" style="width: 60%;"
 
{| class="wikitable" style="width: 60%;"
!colspan="2"|'''INPUTS'''
+
!'''INPUTS'''
|-
+
|'''Follow''' || Lead a demon to the AI navigation point.
+
 
|}
 
|}
 +
 +
;Follow: Lead a demon to the AI navigation point.
  
 
{| class="wikitable" style="width: 60%;"
 
{| class="wikitable" style="width: 60%;"
!colspan="2"|'''OUTPUTS'''
+
!'''OUTPUTS'''
|-
+
|None ||(implicit On Reached output.)
+
 
|}
 
|}
 +
 +
None (implicit On Reached output.)
  
  
Line 23: Line 24:
  
 
{| class="wikitable" style="width: 60%;"
 
{| class="wikitable" style="width: 60%;"
!colspan="2"|'''INPUTS'''
+
!'''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.
+
 
|}
 
|}
 +
 +
;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%;"
 
{| class="wikitable" style="width: 60%;"
!colspan="2"|'''OUTPUTS'''
+
!'''OUTPUTS'''
|-
+
|None||-
+
 
|}
 
|}
  
 +
None
  
'''AI Conductor - Survival'''
 
  
The Survival AI Conductor will spawn an increasingly difficult onslaught of demons until every player is dead.
+
===AI Conductor - Survival===
Inputs:
+
Set Active: Activate the object, allowing it to accept inputs and signal outputs.
+
Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
+
Pause Spawning: Pause spawning new AI.
+
Unpause Spawning: Continue spawning new AI.
+
Change Tier: Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
+
Reset Tier: Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.
+
Outputs:
+
On Spawn Waves Started: When an AI Conductor starts spawning waves, send a signal. There is no activator.
+
On Spawn Break Started: When an AI Conductor starts a break between waves, send a signal. There is no activator.
+
  
 +
The Survival AI Conductor will spawn an increasingly difficult onslaught of demons until every player is dead.
  
'''AI Path Point'''
+
{| class="wikitable" style="width: 60%;"
 +
!'''INPUTS'''
 +
|}
  
Demons following an AI Path will move from point to point until they reach the end point or are interrupted.
+
;Set Active: Activate the object, allowing it to accept inputs and signal outputs.
Inputs:
+
;Set Inactive: Deactivate the object. The object will stop accepting inputs and signaling outputs.
Follow: Lead a demon to the AI navigation point.
+
;Pause Spawning: Pause spawning new AI.
Outputs:
+
;Unpause Spawning: Continue spawning new AI.
None (implicit On Reached output.)
+
;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'''
 +
|}
  
'''AI Proxy'''
+
;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'''
 +
|}
  
The AI Proxy is used to apply inputs or gather outputs from demons in your map.
+
;On Pressed: If the Player Input is enabled when a player presses the specified input, send a signal. The player is the activator.
Inputs:
+
;On Released: If the Player Input is enabled when a player releases the specified input, send a signal. The player is the activator.
Kill AI: Kill an AI. Expects an AI as an activator.
+
Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
+
Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
+
Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
+
Set Point Of Interest: Apply a POI icon to the object.
+
Clear Points Of Interest: Remove any POIs that have been set.
+
Remove Demon: Will remove a demon from a map. Does not send a signal for killing AI.
+
Outputs:
+
On AI Spawned: When an AI is spawned, send a signal. The spawned AI is the activator.
+
On Hurt: When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.
+
On Killed: When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.
+

Revision as of 2016-05-11T19:09:53

AI

AI Combat Point

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

INPUTS
Follow
Lead a demon to the AI navigation point.
OUTPUTS

None (implicit On Reached output.)


AI Conductor - Classic

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

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

None


AI Conductor - Survival

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

INPUTS
Set Active
Activate the object, allowing it to accept inputs and signal outputs.
Set Inactive
Deactivate the object. The object will stop accepting inputs and signaling outputs.
Pause Spawning
Pause spawning new AI.
Unpause Spawning
Continue spawning new AI.
Change Tier
Change the types of demons that are spawned by the AI Conductor. Higher level tiers contain bigger and badder demons.
Reset Tier
Restore the default tier of demon types. The Conductor will return to spawning smaller and easier demons.
OUTPUTS
On Spawn Waves Started
When an AI Conductor starts spawning waves, send a signal. There is no activator.
On Spawn Break Started
When an AI Conductor starts a break between waves, send a signal. There is no activator.


AI Path Point

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

INPUTS
Follow
Lead a demon to the AI navigation point.
OUTPUTS

None (implicit On Reached output.)


AI Proxy

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

INPUTS
Kill AI
Kill an AI. Expects an AI as an activator.
Apply Buff
Apply the buff specified in the input's properties. Expects an AI as an activator.
Heal
Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
Hurt
Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.
Remove Demon
Will remove a demon from a map. Does not send a signal for killing AI.
OUTPUTS
On AI Spawned
When an AI is spawned, send a signal. The spawned AI is the activator.
On Hurt
When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.
On Killed
When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.

AUDIO

2D Speaker

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

INPUTS
Play
Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound
Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
Update Sound
Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
OUTPUTS
On Sound Finished
When the sound clip has finished, send the signal. The activator is unchanged from the input signal.


3D Speaker

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

INPUTS
Play
Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound
Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
Update Sound
Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
OUTPUTS
On Sound Finished
When the sound clip has finished, send the signal. The activator is unchanged from the input signal.


Facility Voice Speaker

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

INPUTS
Play
Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound
Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
Update Sound
Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
OUTPUTS
On Sound Finished
When the sound clip has finished, send the signal. The activator is unchanged from the input signal.


Music

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

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

None


Roomtone

The Roomtone object sets ambient sounds within the module.

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

None


VEGA Speaker

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

INPUTS
Play
Play the sound defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
Stop Sound
Immediately stop sound playback. If Display To Activator Only is true, expects a player as an activator.
Update Sound
Update the sound as defined in the object's properties. If Display To Activator Only is true, expects a player as an activator.
OUTPUTS
On Sound Finished
When the sound clip has finished, send the signal. The activator is unchanged from the input signal.

COMMUNICATION

World Text

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

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

None


Message

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

INPUTS
Show
Show the Message. Hides itself automatically using the Message Duration property.
OUTPUTS
On Message Finished
When the message has finished, send a signal. The activator is unchanged from the input signal.


Callout

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

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


HUD Settings

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

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

None


POI Settings

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

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

None


Objective

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

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

None


GAMEPLAY

Gameplay Settings

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


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


OUTPUTS

None


Score Settings

The Score Settings control score point values and multipliers.


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


OUTPUTS

None

Map

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


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


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


Module

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

INPUTS
Start Lockdown
Start a lockdown event and bar the module doors. The settings may use the activator's position to decide the module.
End Lockdown
End the current lockdown event and unbar the module doors.
OUTPUTS
On Player Entered
When a player enters a module, send a signal. The player is the activator.
On Player Exited
When a player exits a module, send a signal. The player is the activator.
On Lockdown Started
When a lockdown starts, send a signal. The activator is unchanged from the Start Event or Start Lockdown input signal.
On Lockdown Ended
When a lockdown ends, send a signal. The activator is unchanged from the Start Event or End Lockdown input signal.


End Game

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

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

None


Teleporter Pad

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


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


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


Teleporter Destination

Teleport players, AI and other objects to this destination.

INPUTS
Teleport To
Teleport the activator to this location.


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


Camera

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

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

None


PLAYER & TEAM

Player Proxy

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

INPUTS
Hurt
Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
Kill Player
Kill a player. Expects a player as an activator.
Set Modifier
Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator.
Give Player Score
Give the player the score specified in the input's properties. Expects a player as an activator.
Revive
Revive an incapacitated player. Expects a player as an activator.
Incapacitate
Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator.
Change Race
Transform a player into a human or a demon. Expects a player as an activator.
Give Health
Give the player the amount of health specified in the input's properties. Expects a player as an activator.
Respawn
When the activator is a dead player, this action will respawn them
Set Point Of Interest
Apply a POI icon to the object.
Clear Points Of Interest
Remove any POIs that have been set.
OUTPUTS
On Revived
When a player is revived by a teammate, send a signal. The revived player is the activator.
On Incapacitated
When a player is incapacitated, send a signal. The incapacitated player is the activator.
On Player Spawned
When a player spawns, send a signal. The spawned player is the activator.
On Killed
When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties.
On Hurt
When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties.
On Killed a Demon Player
When a player kills a demon player, send a signal. The player that killed the demon player is the activator.
On Killed an AI
When a player kills an AI, send a signal. The player is the activator.
On Player Score Reached
When a player reaches the target score specified in the input's properties, send a signal. The player is the activator.
On Intensity Changed
When the intensity changes, based on how well a player is playing, send a signal. The player whose intensity changed is the activator.
On Killed Self
When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator.
On Match Joined
When a player joins the match, send a signal. The player is the activator.
On Match Left
When a player leaves the match, send a signal. The player is the activator.


Team Proxy

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

INPUTS
Give Team Score
Give the activator's team the score specified in the input's properties. Expects a player or demon that is assigned to a team as an activator.
Set Team
Assign the signal's activator to the team specified in the input's properties. Expects a player or demon as an activator.
OUTPUTS
On Team Score Reached
When a team reaches the target score specified in the input's properties, send a signal. The team is the activator.
On Team Intensity Changed
When the team intensity changes, based on how well the team members are playing, send a signal. The team whose intensity changed is the activator.

Player Start

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

INPUTS
Disable Player Start
Disable the Player Start.
Enable Player Start
Enable the Player Start.
OUTPUTS
On Spawned
When a player spawns at the start location, send a signal. The spawned player is the activator.

Inventory

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

INPUTS
Give Droppable
Give the player the droppable specified in the input's properties. Expects a player as an activator.
Give Equipment
Give the player the equipment specified in the input's properties. Expects a player as an activator.
Give Weapon
Give the player the weapon specified in the input's properties. Expects a player as an activator.
Give Powerup
Give the player the powerup specified in the input's properties. Expects a player as an activator.
Remove Equipment
Remove the equipment specified in the input's properties. Expects a player as an activator.
Remove Weapon
Remove the weapon specified in the input's properties. Expects a player as an activator.
Remove Droppable
Remove the droppable specified in the input's properties. Expects a player as an activator.
Drop Current Weapon
Drop the current weapon from the activator's inventory. Expects a player as an activator.
Give Ammo
Will give ammo to the player.
Take Ammo
Will take ammo away from the player.
OUTPUTS
On Remove Droppable Failed
When an attempt to remove a droppable from an inventory fails, send a signal. The player who owns the inventory is the activator.
On Remove Droppable Succeeded
When a droppable is successfully removed from an inventory, send a signal. The player who owns the inventory is the activator.

Vitals

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

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

None

Player Loadout

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

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

None

Player Input

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

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