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Logic
Contents
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 |
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- Follow
- Lead a demon to the AI navigation point.
OUTPUTS |
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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 |
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- 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 |
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None
AI Conductor - Survival
The Survival AI Conductor will spawn an increasingly difficult onslaught of demons until every player is dead.
INPUTS |
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- 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 |
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- 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 |
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- Follow
- Lead a demon to the AI navigation point.
OUTPUTS |
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None (implicit On Reached output.)
AI Proxy
The AI Proxy is used to apply inputs or gather outputs from demons in your map.
INPUTS |
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- 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 |
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- 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 |
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- 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 |
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- 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 |
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- 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 |
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- 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 |
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- 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 |
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- 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 |
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- 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 |
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None
Roomtone
The Roomtone object sets ambient sounds within the module.
INPUTS |
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- 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 |
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None
VEGA Speaker
The VEGA Speaker plays words and phrases. It's the best way to hear voices in your head.
INPUTS |
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- 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 |
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- 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 |
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- 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 |
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None
Message
The Message object is used to send messages directly to a player's HUD.
INPUTS |
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- Show
- Show the Message. Hides itself automatically using the Message Duration property.
OUTPUTS |
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- 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 |
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- Play
- Play the chosen callout.
OUTPUTS |
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- 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 |
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- 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 |
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None
POI Settings
The POI Settings object defines the color, shape and look for point of interest icons.
INPUTS |
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- Set Active
- Activate the object, allowing it to accept inputs and signal outputs.
OUTPUTS |
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None
Objective
The Objective controls HUD text, icons, or progress bars to help direct players to their goals.
INPUTS |
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- 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 |
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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 |
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- Set Active
- Activate the object, allowing it to accept inputs and signal outputs.
OUTPUTS |
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None
Score Settings
The Score Settings control score point values and multipliers.
INPUTS |
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- Set Active
- Activate the object, allowing it to accept inputs and signal outputs.
OUTPUTS |
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None
Map
The Map object can signal when the map starts or be used to reveal a secret.
INPUTS |
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- Reveal Secret
- Reveal a secret to the activator's team.
OUTPUTS |
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- 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 |
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- 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 |
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- 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 |
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- 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 |
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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 |
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- 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 |
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- 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 |
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- Teleport To
- Teleport the activator to this location.
OUTPUTS |
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- 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 |
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- 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 |
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None
PLAYER & TEAM
Player Proxy
The Player Proxy is used to apply inputs or gather outputs from players in your map.
INPUTS |
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- Hurt
- Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
- 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 |
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- 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 |
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- 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 |
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- 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 |
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- Disable Player Start
- Disable the Player Start.
- Enable Player Start
- Enable the Player Start.
OUTPUTS |
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- 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 |
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- 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 |
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- 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 |
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- 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 |
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None
Player Loadout
The Player Loadout object is used to give weapons, equipment, and skills to a specific player.
INPUTS |
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- Give Loadout
- Give the player the loadout specified in the object's properties. Expects a player as an activator.
OUTPUTS |
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None
Player Input
The Player Input object, when enabled, collects player input which can be used to signal other objects.
INPUTS |
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- Enable Player Input
- Enable the Player Input.
- Disable Player Input
- Disable the Player Input.
OUTPUTS |
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- 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.