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Difference between revisions of "Objects"

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SnapMap items that can be physically placed in the SnapMap editor are defined as OBJECTS.
 
SnapMap items that can be physically placed in the SnapMap editor are defined as OBJECTS.
  
== DEMONS ==
+
* [[Classic Props]]
All Demons in this category share the same inputs and outputs
+
* [[Construction Props]]
 
+
* [[Demons]]
 
+
** [[Possessed Scientist]]
'''''Possessed Worker'''''
+
** [[Possessed Engineer]]
 
+
** [[Imp]]
Description: Possessed Workers are created in a Lazarus Wave event, a phenomenon discovered during Dr. Olivia Pierce's Lazarus Project research operation.
+
** [[Lost Soul]]
 
+
** [[Hell Razer]]
{| class="wikitable" style="width: 60%;"
+
** [[Possessed Soldier]]
!'''INPUTS'''
+
** [[Possessed Security]]
|}
+
** [[Cacodemon]]
 
+
** [[Hell Knight]]
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
** [[Mancubus]]
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
** [[Cyber-Mancubus]]
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
** [[Pinky]]
;Set Point Of Interest: Apply a POI icon to the object.
+
** [[Spectre]]
;Clear Points Of Interest: Remove any POIs that have been set.
+
** [[Revenant]]
;Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
+
** [[Baron of Hell]]
;Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
+
* [[Exploders]]
;Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
+
* [[FX]]
 
+
** [[Decal]]
{| class="wikitable" style="width: 60%;"
+
** [[Echo]]
!'''OUTPUTS'''
+
** [[Lights]]
|}
+
** [[Laser]]
 
+
** [[Vault]]
;On Killed: When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.
+
** [[Vortex]]
;On AI Spawned: When an AI is spawned, send a signal. The spawned AI is the activator.
+
* [[Hell Props]]
;On Health Percentage Reached: When the demon reaches the health threshold specified in the output's properties, send the signal. The demon is the activator.
+
* [[Interactives]]
;On Hurt: When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.
+
** [[Gore Nest]]
 
+
** [[Hell Tablet]]
 
+
** [[Mixom Switch]]
'''''Possessed Scientist'''''
+
** [[Munitions Box]]
 
+
** [[Panel]]
Posthumous brain activity in Possessed Scientists is limited to primal behavior. They will stand dormant until presented with a live food source.
+
** [[Power Station]]
 
+
** [[Pressure Plate]]
 
+
** [[Skull Switch]]
'''''Possessed Engineer'''''
+
** [[Tripod Panel]]
 
+
* [[Large Props]]
Possessed Engineers are created when an appropriate explosive material is readily available. They exhibit self-destructive behavior.
+
** [[Corner Window]]
 
+
** [[Reinforced Window]]
 
+
** [[Window]]
'''''Imp'''''
+
* [[Pickups]]
 
+
** [[Droppables]]
Imps, ferocious and agile demons, are found all over Hell and are often used on the front line during concerted attacks in both dimensions.
+
** [[Flag Base]]
 
+
* [[Small Props]]
 
+
* [[Weapons]]
'''''Lost Soul'''''
+
 
+
Lost Souls are found wandering aimlessly within the temples of Hell as they search for a host to inhabit.
+
 
+
 
+
'''''Hell Razer'''''
+
 
+
The Hell Razer is an astute and tactical foe that will engage enemies from a distance with a fierce beam of unrefined Hell energy.
+
 
+
 
+
'''''Possessed Soldier'''''
+
 
+
Some Lazarus Wave victims continue to display tactical cognizance posthumously. Combat-trained individuals will become enemy combatants.
+
 
+
 
+
'''''Possessed Security'''''
+
 
+
Possessed Security units exhibit complex battle strategies, including use of a mobile shield and ability to fire while in defilade.
+
 
+
 
+
'''''Cacodemon'''''
+
 
+
The Cacodemon is a monstrous psionic demon driven by the desire to feed. It displays limited intelligence, but makes for an intimidating enemy.
+
 
+
 
+
'''''Hell Knight'''''
+
 
+
The Hell Knight is a towering brute bred for combat deep in the bowels of Hell.
+
 
+
 
+
'''''Mancubus'''''
+
 
+
The Mancubus is a lumbering behemoth demon. A foul odor accompanies its presence, a stench that can be overwhelming if inhaled directly.
+
 
+
 
+
'''''Cyber-Mancubus'''''
+
 
+
The Mancubus strain of demon has been manipulated by a team of biogeneticists led by Dr. Pierce herself.
+
 
+
 
+
'''''Pinky'''''
+
 
+
These demonic animals were colloquially named Pinkies when first discovered by the Lazarus Project's Tethering Operation.
+
 
+
 
+
'''''Spectre'''''
+
 
+
The Spectre is the unfortunate result of an attempt to genetically modify the Pinky. There are no known behavioral differences from the Pinky.
+
 
+
 
+
'''''Revenant'''''
+
 
+
Revenants are UAC operatives that have been transformed through cybernetic augmentation and repeated Lazarus Wave exposure.
+
 
+
 
+
'''''Baron of Hell'''''
+
 
+
The Baron of Hell is the highest demon among the order of the Hell Knights.
+
 
+
== EXPLODERS ==
+
 
+
All Exploders in this category share the same inputs and outputs.
+
 
+
'''''C4'''''
+
 
+
A C4 explosive that detonates when shot and gets a little tetchy when you look at it funny.
+
 
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;Set Point Of Interest: Apply a POI icon to the object.
+
;Clear Points Of Interest: Remove any POIs that have been set.
+
;Explode: Detonate this object.
+
 
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Destroyed: When the object is destroyed, send a signal. The object that caused the damage is the activator.
+
 
+
 
+
'''''Classic Barrel'''''
+
 
+
This minimally reinforced barrel explodes at the slightest hint of damage.
+
 
+
 
+
'''''Plasma Barrel'''''
+
 
+
This barrel explodes when damaged, spilling hot plasma everywhere.
+
 
+
 
+
'''''Radiation Barrel'''''
+
 
+
This barrel explodes when damaged, spilling radioactive goo. You probably shouldn't eat the goo.
+
 
+
 
+
'''''UAC Barrel'''''
+
 
+
The highest UAC safety standards were followed in the manufacturing of this barrel.
+
 
+
 
+
== FX ==
+
 
+
'''''Point Light'''''
+
 
+
When your map is without form, and void; and darkness is upon the face of your textures. Place a light, and there will be light, and it will be good.
+
 
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Set Color: Set the RGB color value as specified in the input's properties.
+
;Enable: Turn on the light.
+
;Disable: Turn off the light.
+
;Set Intensity: Set the intensity of the light to the value specified in the input's properties.
+
 
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
None
+
 
+
'''''Spot Light'''''
+
 
+
When a Point Light doesn't provide enough focus, the Spot Light is there to fill your light beam needs.
+
 
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Set Color: Set the RGB color value as specified in the input's properties.
+
;Enable: Turn on the light.
+
;Disable: Turn off the light.
+
;Set Intensity: Set the intensity of the light to the value specified in the input's properties.
+
 
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
None
+
 
+
(The Medium Sparks through Invisible Hazard all share the same inputs and outputs)
+
 
+
'''''Medium Sparks'''''
+
 
+
Light produced by a sudden discontinuous discharge of electricity through air or another dielectric.
+
 
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Enable Hazard: Enable the hazard. This turns on both damage and visual effects.
+
;Disable Hazard: Disable the hazard. This turns off both damage and visual effects.
+
 
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Caused Damage: When this hazard causes damage, send a signal.
+
;On Kill: When this hazard kills a target, send a signal with the target as the activator.
+
 
+
'''''Small Sparks'''''
+
 
+
A tiny spark effect for use with tiny malfunctions.
+
 
+
 
+
'''''Large Explosion'''''
+
 
+
Develop your own big bang theory with this military grade kaboom maker.
+
 
+
 
+
'''''Medium Explosion'''''
+
 
+
It may not be large, but it's the second best explosion you'll ever experience.
+
 
+
 
+
'''''Small Explosion'''''
+
 
+
Amaze your friends and frighten your neighbors with this bite sized explosion.
+
 
+
 
+
'''''Barrel Explosion'''''
+
 
+
Sometimes you want the explosion without the barrel.
+
 
+
 
+
'''''Electric Explosion'''''
+
 
+
This is what happens when you stick your entire head into a wall socket.
+
 
+
 
+
'''''Large Fire'''''
+
 
+
When a small fire just isn't enough, go large.
+
 
+
 
+
'''''Medium Fire'''''
+
 
+
If that fire is too large and that other fire is too small, this medium fire might be for you.
+
 
+
 
+
'''''Small Fire'''''
+
 
+
Fire! Fire! A small fire is just a big fire waiting to happen.
+
 
+
 
+
'''''Flame Jet'''''
+
 
+
9 out of 10 pyros agree that this flame jet is the best! Causes fire damage to players and demons.
+
 
+
 
+
'''''Large Smoke'''''
+
 
+
Where there's smoke there's a particle emitter.
+
 
+
'''''Medium Smoke'''''
+
 
+
Fool all your firefighter buddies into getting dressed for nothing.
+
 
+
 
+
'''''Small Smoke'''''
+
 
+
It's illegal in most places to have a small smoke indoors.
+
 
+
 
+
'''''Large Smoke Stream'''''
+
 
+
Where is all this smoke coming from?
+
 
+
 
+
'''''Medium Smoke Stream'''''
+
 
+
Don't breathe this.
+
 
+
 
+
'''''Small Smoke Stream'''''
+
 
+
Travelling at the speed of smoke.
+
 
+
 
+
'''''Poison Cloud'''''
+
 
+
Inhale the sweet aroma! Causes poison damage to players and demons.
+
 
+
 
+
'''''Poison Jet'''''
+
 
+
Use a high pressure jet of noxious death to rapidly insert poison into the atmosphere! Causes poison damage to players and demons.
+
 
+
 
+
'''''Large Steam'''''
+
 
+
A high flow rate steam exhaust. Proximity can result in amazingly wrinkle free clothes.
+
 
+
 
+
'''''Medium Steam'''''
+
 
+
This isn't your Grandma's humidifier.
+
 
+
 
+
'''''Small Steam'''''
+
 
+
A tiny jet of superheated gas. 2,400 PSI never looked so good!
+
 
+
 
+
'''''Plasma'''''
+
 
+
Looks like somebody dropped a cup of superheated plasma. So clumsy! Causes plasma damage to players and demons.
+
 
+
 
+
'''''Radiation'''''
+
 
+
A blob of radioactive goo you can use to decorate any room. Causes radiation damage to players and demons.
+
 
+
 
+
'''''Invisible Hazard'''''
+
 
+
When you want to inflict pain from an unseen force, the invisible hazard is for you. Causes variable damage to players and demons.
+
 
+
 
+
'''''Laser'''''
+
 
+
Wield the power of light! Causes damage to players and demons.
+
 
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Enable Laser: Enable the Laser. This turns on both damage and visual effects.
+
;Disable Laser: Disable the laser. This turns off both damage and visual effects.
+
 
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Caused Damage: When this hazard causes damage, send a signal.
+
;On Kill: When this hazard kills a target, send a signal with the target as the activator.
+
 
+
 
+
 
+
 
+
== INTERACTIVES ==
+
 
+
'''''Munitions Box'''''
+
 
+
What's in the box?! Munitions! Well, not just munitions. Sometimes cool things like health and armor...
+
 
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Disable Interactable: Disable the Interactable.
+
;Enable Interactable: Enable the Interactable.
+
;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.
+
;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 Used: When a player presses the use button on an object, send a signal. The player is the activator.
+
 
+
 
+
'''''Panel'''''
+
 
+
An interactive Panel, built from the highest quality punch-resistant polymer, can be used by players to signal other objects.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Disable Interactable: Disable the Interactable.
+
;Enable Interactable: Enable the Interactable.
+
;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.
+
;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 Used: When a player presses the use button on an object, send a signal. The player is the activator.
+
 
+
 
+
'''''Power Station'''''
+
 
+
The Power Station is the receptacle for Power Cores!
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn Core: Create another Power Core in the Power Station.
+
;Set Core Color: Set the Power Station's color. This affects which Cores are accepted and the color of respawned Cores.
+
;Enable Interactable: Enable the Interactable.
+
;Disable Interactable: Disable the Interactable.
+
;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.
+
;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 Taken: When a Power Core is taken from the Power Station, send a signal. The player who took the Power Core is the activator.
+
;On Given: When the Power Station is given a Power Core, send a signal. The player who gave the Power Core is the activator.
+
 
+
 
+
'''''Pressure Plate'''''
+
 
+
The Pressure Plate will signal its outputs when a player or demon stands on it.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Disable Volume: Disable the Trigger or Player Blocking Volume.
+
;Enable Volume: Enable the Trigger or Player Blocking Volume.
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Set Point Of Interest: Apply a POI icon to the object.
+
;Clear Points Of Interest: Remove any POIs that have been set.
+
;Set Color: Set the RGB color value as specified in the input's properties.
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Entered: When an object enters the volume, send a signal. The object is the activator.
+
;On Exited: When an object exits the volume, send a signal. The object is the activator.
+
;On Exited All: When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.
+
 
+
 
+
== LARGE PROPS ==
+
 
+
All Large Props share the same Inputs and Outputs
+
 
+
'''''Barrels 01'''''
+
 
+
A non-explosive UAC containment barrel.
+
 
+
{| 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.
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;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'''
+
|}
+
 
+
None
+
 
+
 
+
'''''Barrels 02'''''
+
 
+
3 non-explosive UAC barrels. No human would stack barrels like this.
+
 
+
 
+
'''''Barricade 01'''''
+
 
+
A reinforced portable wall unit.
+
 
+
 
+
'''''Barricade 02'''''
+
 
+
A security barricade unit.
+
 
+
 
+
'''''Barricade 03'''''
+
 
+
A security barricade unit.
+
 
+
 
+
'''''Barricade 04'''''
+
 
+
A security barricade unit.
+
 
+
 
+
'''''Barricade 05'''''
+
 
+
A security barricade unit with warning information.
+
 
+
 
+
'''''Barricade 06'''''
+
 
+
A large multi-panel security barricade unit.
+
 
+
 
+
'''''Barricade 07'''''
+
 
+
A reinforced metal security blockade unit.
+
 
+
 
+
'''''Barricade 08'''''
+
 
+
A retracted security barricade unit.
+
 
+
 
+
'''''Barricade 09'''''
+
 
+
A security barricade scanning unit.
+
 
+
 
+
'''''Box 01'''''
+
 
+
A storage case for laboratory equipment.
+
 
+
 
+
'''''Box 02'''''
+
 
+
A general use storage box.
+
 
+
 
+
'''''Box 03'''''
+
 
+
A shipping crate for laboratory equipment.
+
 
+
 
+
'''''Cart 01'''''
+
 
+
A UAC open equipment cart.
+
 
+
 
+
'''''Cart 02'''''
+
 
+
A UAC environment controlled equipment cart.
+
 
+
 
+
'''''Control Console Corner Segment'''''
+
 
+
A corner segment for the modular control console.
+
 
+
 
+
'''''Control Console Main Segment'''''
+
 
+
The central unit of a modular control console.
+
 
+
 
+
'''''Control Console Short Segment'''''
+
 
+
A short segment for the modular control console.
+
 
+
 
+
'''''Control Console Tower Segment'''''
+
 
+
A tower segment for the modular control console.
+
 
+
 
+
'''''Control Panel'''''
+
 
+
A freestanding control panel.
+
 
+
 
+
'''''Crate 01'''''
+
 
+
A practical and attractive storage solution for vitrified waste and compacted metals. Available in yellow.
+
 
+
 
+
'''''Crate 02'''''
+
 
+
An industrial storage crate.
+
 
+
 
+
'''''Crate 02 Lid'''''
+
 
+
A lid for an industrial storage crate.
+
 
+
 
+
'''''Crate 02 Open'''''
+
 
+
An open industrial storage crate.
+
 
+
 
+
'''''Crate 03'''''
+
 
+
An equipment container.
+
 
+
 
+
'''''Crate 03 Lid'''''
+
 
+
The lid for an equipment container.
+
 
+
 
+
'''''Crate 03 Open'''''
+
 
+
An open equipment storage container.
+
 
+
 
+
'''''Crate 04'''''
+
 
+
An industrial storage crate.
+
 
+
 
+
'''''Crate 05'''''
+
 
+
An industrial storage crate.
+
 
+
 
+
'''''Crate 06'''''
+
 
+
A large shipping and storage system.
+
 
+
 
+
'''''Debris 01'''''
+
 
+
Metal debris.
+
 
+
 
+
'''''Debris 02'''''
+
 
+
Metal debris.
+
 
+
 
+
'''''Debris 03'''''
+
 
+
Metal debris.
+
 
+
 
+
'''''Debris 04'''''
+
 
+
Metal debris.
+
 
+
 
+
'''''Debris 05'''''
+
 
+
Metal debris.
+
 
+
 
+
'''''Debris Pile'''''
+
 
+
A pile of metal debris.
+
 
+
 
+
'''''Director's Chair'''''
+
 
+
Adds an elegant yet powerful touch to any Director's office décor.
+
 
+
 
+
'''''Duffle Bag'''''
+
 
+
A rugged and easy-to-use equipment bag.
+
 
+
 
+
'''''Executive Chair'''''
+
 
+
Designed to fit your body like a glove, this office chair is for people who think best off of their feet
+
 
+
 
+
'''''Exit Sign 01'''''
+
 
+
An inactive Exit sign.
+
 
+
 
+
'''''Exit Sign 02'''''
+
 
+
An active Exit sign.
+
 
+
 
+
'''''Fan'''''
+
 
+
A portable fan.
+
 
+
 
+
'''''Floor Mat'''''
+
 
+
A UAC floor mat.
+
 
+
 
+
'''''Floor Pad'''''
+
 
+
An industrial floor pad.
+
 
+
 
+
'''''Fork Lift'''''
+
 
+
An industrial fork lift
+
 
+
 
+
'''''Fuel Container'''''
+
 
+
A portable refueling station.
+
 
+
 
+
'''''Generator 01'''''
+
 
+
A portable generator.
+
 
+
 
+
'''''Generator 02'''''
+
 
+
A backup power supply with extension cable.
+
 
+
 
+
'''''Generator 03'''''
+
 
+
A backup power supply.
+
 
+
 
+
'''''Hand Light 01'''''
+
 
+
A portable industrial light.
+
 
+
 
+
'''''Hand Light 02'''''
+
 
+
A portable industrial light.
+
 
+
 
+
'''''Hand Light 03'''''
+
 
+
A portable industrial light.
+
 
+
 
+
'''''Hanging Light'''''
+
 
+
A hanging light.
+
 
+
 
+
'''''Hose Reel'''''
+
 
+
A hose reel.
+
 
+
 
+
'''''Hydraulic Hose'''''
+
 
+
A thermoplastic high pressure hydraulic hose.
+
 
+
'''''Kitchen Chair'''''
+
 
+
A chair commonly found in lunchrooms.
+
 
+
 
+
'''''Large Trash Can'''''
+
 
+
A large containment barrier for storing community detritus.
+
 
+
 
+
'''''Locker 01'''''
+
 
+
A personal locker.
+
 
+
 
+
'''''Locker 01 Door'''''
+
 
+
A personal locker door.
+
 
+
 
+
'''''Locker 01 Open'''''
+
 
+
An open personal locker.
+
 
+
 
+
'''''Locker 02'''''
+
 
+
An equipment locker.
+
 
+
 
+
'''''Machine 01'''''
+
 
+
A thermal generator carbon extraction unit for oxygen depleted work environments.
+
 
+
 
+
'''''Machine 02'''''
+
 
+
A tri-station multi-phase variable frequency converter rack.
+
 
+
 
+
'''''Monitor 01'''''
+
 
+
A heavy framed industrial monitor.
+
 
+
 
+
'''''Monitor 02'''''
+
 
+
A wall mounted facility monitoring station.
+
 
+
 
+
'''''Monitor 03'''''
+
 
+
A free-standing facility monitoring station.
+
 
+
 
+
'''''Office Chair'''''
+
 
+
An standard office chair.
+
 
+
 
+
'''''Orange Chair'''''
+
 
+
Both orange and uncomfortable, this chair is the perfect working class seating solution.
+
 
+
 
+
'''''Pallet 01'''''
+
 
+
A warehouse pallet.
+
 
+
 
+
'''''Shelf'''''
+
 
+
A storage shelf.
+
 
+
 
+
'''''Table'''''
+
 
+
A kitchen table.
+
 
+
 
+
'''''Vending Machine 01'''''
+
 
+
A food vending machine.
+
 
+
 
+
'''''Vending Machine 02'''''
+
 
+
A drink vending machine.
+
 
+
 
+
'''''Wall Light'''''
+
 
+
An industrial wall light.
+
 
+
 
+
'''''Warning Sign 01'''''
+
 
+
A Move Up sign.
+
 
+
 
+
'''''Warning Sign 02'''''
+
 
+
A Move Down sign.
+
 
+
 
+
'''''Warning Sign 03'''''
+
 
+
A Watch Your Step sign.
+
 
+
 
+
'''''Warning Sign 04'''''
+
 
+
A Work Zone sign.
+
 
+
 
+
'''''Warning Sign 05'''''
+
 
+
A Hazardous Environment sign.
+
 
+
 
+
'''''Warning Sign 06'''''
+
 
+
An Authorized Personnel Only sign.
+
 
+
 
+
'''''Warning Sign 07'''''
+
 
+
A High Temperature sign.
+
 
+
 
+
'''''Warning Sign 08'''''
+
 
+
An Inhalation Hazard sign.
+
 
+
 
+
'''''Warning Sign 09'''''
+
 
+
A Burn Hazard sign.
+
 
+
 
+
'''''Warning Sign 10'''''
+
 
+
A Do Not Enter sign.
+
 
+
 
+
'''''Warning Sign 11'''''
+
 
+
A Fire Hazard sign.
+
 
+
 
+
'''''Water Cooler'''''
+
 
+
An eco-friendly water-responsible re-hydration station.
+
 
+
 
+
'''''Wire 01'''''
+
 
+
Coiled electrical wire.
+
 
+
 
+
'''''Wire 02'''''
+
A scrap of electrical wire.
+
 
+
 
+
'''''Wire Spool'''''
+
 
+
A wire spool.
+
 
+
 
+
 
+
 
+
== PICKUPS ==
+
 
+
 
+
'''''Flag (Red, Yellow, Blue, Green, Gray)'''''
+
 
+
A droppable Red Flag
+
 
+
A droppable Yellow Flag.
+
 
+
A droppable Blue Flag. The Red Flag's evil twin.
+
 
+
A droppable Green Flag.
+
 
+
A droppable Gray Flag.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Reset Droppable: Reset the droppable to its initial position.
+
;Delete Droppable: Delete the droppable from the map. This removes it from the world or from an inventory. A droppable can't be reset after being deleted.
+
;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.
+
;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 Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Dropped: When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Touched By: When the droppable is touched, send a signal. The object that touched the droppable is the activator.
+
;On Reset By: When an object is reset, send a signal. The activator is unchanged from the Reset input signal.
+
 
+
 
+
'''''Keycard (Red, Yellow, Blue, Green, Gray)'''''
+
 
+
A droppable Red Keycard. Grants you access to the cafeteria.
+
 
+
A droppable Yellow Keycard. Grants you access to the executive lounge.
+
 
+
A droppable Blue Keycard. Grants you access to the research laboratory.
+
 
+
A droppable Green Keycard. Grants you access to the armory.
+
 
+
A droppable Gray Keycard. Grants you access to level 5 restricted areas.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Reset Droppable: Reset the droppable to its initial position.
+
;Delete Droppable: Delete the droppable from the map. This removes it from the world or from an inventory. A droppable can't be reset after being deleted.
+
;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.
+
;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 Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Dropped: When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Touched By: When the droppable is touched, send a signal. The object that touched the droppable is the activator.
+
;On Reset By: When an object is reset, send a signal. The activator is unchanged from the Reset input signal.
+
 
+
'''''Power Core (Red, Yellow, Blue, Green, Gray)'''''
+
 
+
A limited edition droppable Red Power Core.
+
 
+
A droppable Yellow Power Core. Enjoys being picked up and going on adventures.
+
 
+
A droppable Blue Power Core. Gets a bit lonely when it's away from its Power Station.
+
 
+
A droppable Green Power Core. Filled with sustainable, eco-friendly energy.
+
 
+
A droppable Gray Power Core. Supports the Power Station's five year plan for Mars domination.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Reset Droppable: Reset the droppable to its initial position.
+
;Delete Droppable: Delete the droppable from the map. This removes it from the world or from an inventory. A droppable can't be reset after being deleted.
+
;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.
+
;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 Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Dropped: When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Touched By: When the droppable is touched, send a signal. The object that touched the droppable is the activator.
+
;On Reset By: When an object is reset, send a signal. The activator is unchanged from the Reset input signal.
+
 
+
'''''Ammo Box'''''
+
 
+
A box of universal ammo. One round to rule them all.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
 
+
'''''Ammo Pack'''''
+
 
+
An Ammo Pack filled with universal ammo. All those UAC research dollars actually produced something useful.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
'''''Armor Shard'''''
+
 
+
An Armor Shard worth 5 points of armor. Just slap it on like an armor-plated bandage.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
 
+
'''''Armor Shield'''''
+
 
+
An Armor Shield worth 25 points of armor. Ergonomically designed for less chafing.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
 
+
'''''Armor Suit'''''
+
 
+
An Armor Suit worth 50 points of armor. It protects your innards!
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
 
+
'''''Container'''''
+
 
+
A Container can be filled with health, armor, ammo, or player resources.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
'''''Demon Rune'''''
+
A Demon Rune will transform a human player into a demon player when picked up. An unholy marriage of science and the occult.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
'''''Flag Base'''''
+
 
+
This object is used to mark key locations, such as a flag spawn.
+
 
+
{| 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.
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;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'''
+
|}
+
 
+
None
+
 
+
 
+
'''''Haste'''''
+
 
+
Haste increases the player's movement speed and firing speed for a short time. Gotta go fast!
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
 
+
'''''Large Health'''''
+
 
+
A Large Health pack worth 50 points of health. How am I supposed to fit all these fluids in my body?
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
 
+
'''''Medium Health'''''
+
 
+
A Medium Heath pack worth 25 points of health. Helps you walk it off.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
'''''Small Health'''''
+
 
+
A Small Health pack worth 5 points of health. A cure for little bumps and bruises.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
 
+
'''''Mega Health'''''
+
 
+
A Mega Health worth more health and armor than you can carry.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
'''''Quad Damage'''''
+
 
+
Quad Damage significantly increases the player's damage for a short time. 4 times the damage, 20 times the fun.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
 
+
'''''Regeneration'''''
+
 
+
Regeneration restores the player's health over time. Does not cause immortality.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
+
 
+
 
+
== SPAWNERS ==
+
 
+
 
+
'''''Custom Group Encounter'''''
+
 
+
A Custom Group Encounter will spawn a number of encounters simultaneously.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Spawn Encounter: Start spawning the demons in the encounter. The settings may use the activator's position to decide the spawn location.
+
;Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
+
;Assign Team: Assign a team to each AI that spawns from the encounter. The team is specified in the input's properties.
+
;Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
+
;Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Started: When the encounter starts, send a signal. The activator is unchanged from the input signal.
+
;On Encounter Finished: When the encounter has finished, send a signal. The activator is unchanged from the input signal.
+
;On Demon Killed: When a demon is killed during the encounter, send a signal. The activator, demon or killer, is specified in the output's properties.
+
;On Demon Spawned: When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.
+
 
+
'''''Group Demon Encounter'''''
+
 
+
A Group Demon Encounter will spawn a single group of Demons.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Spawn Encounter: Start spawning the demons in the encounter. The settings may use the activator's position to decide the spawn location.
+
;Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
+
;Assign Team: Assign a team to each AI that spawns from the encounter. The team is specified in the input's properties.
+
;Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
+
;Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Started: When the encounter starts, send a signal. The activator is unchanged from the input signal.
+
;On Encounter Finished: When the encounter has finished, send a signal. The activator is unchanged from the input signal.
+
;On Demon Killed: When a demon is killed during the encounter, send a signal. The activator, demon or killer, is specified in the output's properties.
+
;On Demon Spawned: When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.
+
 
+
'''''Single Demon Encounter'''''
+
 
+
A Single Demon Encounter will spawn a single, specified Demon.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Spawn Encounter: Start spawning the demons in the encounter. The settings may use the activator's position to decide the spawn location.
+
;Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
+
;Assign Team: Assign a team to each AI that spawns from the encounter. The team is specified in the input's properties.
+
;Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
+
;Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Started: When the encounter starts, send a signal. The activator is unchanged from the input signal.
+
;On Encounter Finished: When the encounter has finished, send a signal. The activator is unchanged from the input signal.
+
;On Demon Killed: When a demon is killed during the encounter, send a signal. The activator, demon or killer, is specified in the output's properties.
+
;On Demon Spawned: When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.
+
 
+
'''''Survival Event'''''
+
 
+
Description: The Survival Event will spawn an increasingly difficult onslaught of demons for the duration of the event.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Start Event: Start the Event. The Event expects an activator and the activator will be cached and attached to the On Event Finished signal.
+
;Finish Event: Finish the event immediately. Existing AI will not be removed.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
+
 
+
 
+
'''''Wave Event'''''
+
 
+
The Wave Event will spawn multiple waves of enemy encounters successively. The event ends when all waves are vanquished.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Start Event: Start the Event. The Event expects an activator and the activator will be cached and attached to the On Event Finished signal.
+
;Finish Event: Finish the event immediately. Existing AI will not be removed.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
+
 
+
 
+
'''''Miniboss Event'''''
+
 
+
The Miniboss Event will spawn a powerful miniboss. The event ends when the boss is defeated.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Start Event: Start the Event. The Event expects an activator and the activator will be cached and attached to the On Event Finished signal.
+
;Finish Event: Finish the event immediately. Existing AI will not be removed.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
+
 
+
 
+
'''''Item Spawn Settings'''''
+
 
+
The Item Spawn Settings provide control over global automatic spawning for pickups, munitions boxes, powerups, and weapons.
+
 
+
{| 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
+
 
+
 
+
'''''Spawn Weapon'''''
+
 
+
The Spawn Weapon object will spawn a weapon on demand. Guns. Lots of guns.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove All: Remove all objects. The objects will be removed from the map.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
 
+
'''''Spawn Ammo'''''
+
 
+
The Spawn Ammo object will spawn ammo on demand.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove All: Remove all objects. The objects will be removed from the map.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
 
+
 
+
'''''Spawn Armor'''''
+
 
+
The Spawn Armor object will spawn armor on demand.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove All: Remove all objects. The objects will be removed from the map.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
 
+
 
+
'''''Spawn Health'''''
+
 
+
The Spawn Health object will spawn health on demand.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove All: Remove all objects. The objects will be removed from the map.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
 
+
'''''Spawn Powerup'''''
+
 
+
The Spawn Powerup object will spawn a powerup on demand.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove All: Remove all objects. The objects will be removed from the map.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
 
+
 
+
'''''Spawn Droppable'''''
+
 
+
The Spawn Droppable object will spawn droppables on demand.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Dropped: When the droppable is dropped, send a signal. The activator, droppable or player, is specified in the output's properties.
+
;On Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
+
 
+
 
+
'''''Spawn Container'''''
+
 
+
The Spawn Container object will spawn containers filled with the specified items.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Spawn Object: Spawn the object. The settings may use the activator's position to decide the spawn location.
+
;Remove All: Remove all objects. The objects will be removed from the map.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
 
+
 
+
 
+
== VOLUMES ==
+
 
+
 
+
'''''Box Trigger'''''
+
 
+
The Box Trigger will signal its outputs when a player or demon enters the bounding.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Disable Volume: Disable the Trigger or Player Blocking Volume.
+
;Enable Volume: Enable the Trigger or Player Blocking Volume.
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Make Visible: Make the volume visible to the player. The volume will be transparent.
+
;Make Invisible: Make the volume invisible to the player. The volume still functions, just can't be seen.
+
;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 Trigger Used: When a player presses the use button on the trigger, send a signal. The player is the activator.
+
;On Exited: When an object exits the volume, send a signal. The object is the activator.
+
;On Exited All: When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.
+
 
+
 
+
'''''Cylinder Trigger'''''
+
 
+
The Cylinder Trigger will signal its outputs when a player or demon enters the bounding.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Disable Volume: Disable the Trigger or Player Blocking Volume.
+
;Enable Volume: Enable the Trigger or Player Blocking Volume.
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Make Visible: Make the volume visible to the player. The volume will be transparent.
+
;Make Invisible: Make the volume invisible to the player. The volume still functions, just can't be seen.
+
;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 Trigger Used: When a player presses the use button on the trigger, send a signal. The player is the activator.
+
;On Exited: When an object exits the volume, send a signal. The object is the activator.
+
;On Exited All: When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.
+
 
+
 
+
'''''Inhibit AI Conductor Spawning Box'''''
+
 
+
The Inhibit AI Conductor Spawning Box prevents AI Conductor objects from spawning a demon inside the defined volume.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Enable Inhibitor Volume: Enable the Inhibit AI Conductor Spawning Volume.
+
;Disable Inhibitor Volume: Disable the Inhibit AI Conductor Spawning Volume.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
None
+
 
+
 
+
 
+
'''''Player Blocking Volume'''''
+
 
+
The Player Blocking Volume prevents players and projectiles from passing through the defined volume.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Disable Volume: Disable the Trigger or Player Blocking Volume.
+
;Enable Volume: Enable the Trigger or Player Blocking Volume.
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Make Visible: Make the volume visible to the player. The volume will be transparent.
+
;Make Invisible: Make the volume invisible to the player. The volume still functions, just can't be seen.
+
;Set Color: Set the RGB color value as specified in the input's properties.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
None
+
 
+
 
+
'''''Shootable Trigger'''''
+
 
+
 
+
The Shootable Trigger will signal its outputs when taking damage.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;Set Point Of Interest: Apply a POI icon to the object.
+
;Clear Points Of Interest: Remove any POIs that have been set.
+
;Make Visible: Make the volume visible to the player. The volume will be transparent.
+
;Make Invisible: Make the volume invisible to the player. The volume still functions, just can't be seen.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Damaged: Will fire anytime the trigger is damaged.
+
;On Damage Threshold Reached: Will fire once damage threshold has been reached.
+
 
+
 
+
'''''Team Capture Point'''''
+
 
+
It takes teamwork to gain control of the Team Capture Point.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Show: Show the object if it is hidden. The object can be hidden again with Hide.
+
;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
+
;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
+
;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 Captured: When the Team Capture Point is captured, send a signal for each activator. The activator, a capturing player or none, is specified in the output's properties.
+
;On Capture Point Entered: When a required player enters the Capture Point, send a signal. The player that entered the Capture Point is the activator.
+
;On Capture Point Exited: When a required player leaves the Capture Point, send a signal. The player who left the Capture Point is the activator.
+
 
+
 
+
 
+
== WEAPONS ==
+
 
+
 
+
All Weapons share the same inputs and outputs
+
 
+
'''''BFG'''''
+
 
+
Most research regarding the BFG-9000 remains classified. The design was first [REDACTED] by [REDACTED] and [REDACTED].
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Respawn: Create another object. The settings may use the activator's position to decide the spawn location.
+
;Remove: Remove the object. The object will be removed from the map.
+
;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 Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
+
 
+
'''''Burst Rifle'''''
+
 
+
A selective-fire battle rifle equipped with a reciprocating barrel assembly and 3-round burst mode.
+
 
+
'''''Chaingun'''''
+
 
+
A large drum-fed rotary machine gun with a high rate of fire.
+
 
+
'''''Combat Shotgun'''''
+
 
+
A pump-action shotgun with a tight spread of buckshot.
+
 
+
'''''Gauss Cannon'''''
+
 
+
A devastatingly accurate long-range weapon with a noticeable kick that must be compensated for by the operator.
+
 
+
'''''Heavy Assault Rifle'''''
+
 
+
Features a dependable mechanical firing mechanism, high accuracy at long range, and an abundant supply of ammunition.
+
 
+
'''''Hellshot'''''
+
 
+
An advanced semi-automatic energy weapon.
+
 
+
'''''Lightning Gun'''''
+
 
+
Short range energy weapon that fires a constant stream of electricity.
+
 
+
'''''Plasma Rifle'''''
+
 
+
A fully automatic rifle that fires pulses of super-heated plasma capable of dealing splash damage.
+
 
+
'''''Rocket Launcher'''''
+
 
+
Fires rockets that explode on impact, doing damage over a large area.
+
 
+
'''''Super Shotgun'''''
+
 
+
A break-action double barrel shotgun that fires a wide spread of buckshot.
+
 
+
'''''Vortex Rifle'''''
+
 
+
A precision long-range energy weapon with a magnified optic.
+
 
+
 
+
 
+
== DOORS ==
+
 
+
 
+
 
+
'''''Door'''''
+
 
+
;Four Way: A door that opens in four directions like a big X.
+
;Horizontal Split: A door that is split horizontally through the middle.
+
;Industrial: A grimy metal door.
+
;No Door: Turns door into an archway.
+
;Door: A door. It opens. It closes.
+
;Secret: A door that opens upwards and appears to be a wall. Opens when used by the player.
+
;Vertical: A door that opens upwards.
+
;Vertical Split: A door that is split vertically down the middle.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''INPUTS'''
+
|}
+
 
+
;Lock: Lock the door in the closed position.
+
;Unlock: Unlock a locked door.
+
;Open: Open the door.
+
;Close: Close the door.
+
;Start Lockdown: Start a lockdown on this door.
+
;End Lockdown: End the lockdown on this door.
+
;Open Always: Leave the door in the open position.
+
 
+
{| class="wikitable" style="width: 60%;"
+
!'''OUTPUTS'''
+
|}
+
 
+
;On Opened: When the door opens, send a signal. There is no activator.
+
;On Closed: When the door closes, send a signal. There is no activator.
+

Latest revision as of 2016-12-07T13:17:43

SnapMap items that can be physically placed in the SnapMap editor are defined as OBJECTS.