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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 Engineer]] |
− | | + | ** [[Imp]] |
− | | + | ** [[Lost Soul]] |
− | | + | ** [[Hell Razer]] |
− | ----
| + | ** [[Possessed Soldier]] |
− | | + | ** [[Possessed Security]] |
− | | + | ** [[Cacodemon]] |
− | '''''Possessed Worker'''''
| + | ** [[Hell Knight]] |
− | | + | ** [[Mancubus]] |
− | Description: Possessed Workers are created in a Lazarus Wave event, a phenomenon discovered during Dr. Olivia Pierce's Lazarus Project research operation.
| + | ** [[Cyber-Mancubus]] |
− | | + | ** [[Pinky]] |
− | {| class="wikitable" style="width: 60%;"
| + | ** [[Spectre]] |
− | !'''INPUTS'''
| + | ** [[Revenant]] |
− | |}
| + | ** [[Baron of Hell]] |
− | | + | * [[Exploders]] |
− | ;Hide: Hide the object. The object will exist if hidden and can be shown again later using Show.
| + | * [[FX]] |
− | ;Show: Show the object if it is hidden. The object can be hidden again with Hide.
| + | ** [[Decal]] |
− | ;Delete: Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match.
| + | ** [[Echo]] |
− | ;Set Point Of Interest: Apply a POI icon to the object.
| + | ** [[Lights]] |
− | ;Clear Points Of Interest: Remove any POIs that have been set.
| + | ** [[Laser]] |
− | ;Hurt: Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
| + | ** [[Vault]] |
− | ;Heal: Heal a demon by the amount specified in the input's properties. Expects an AI as an activator.
| + | ** [[Vortex]] |
− | ;Apply Buff: Apply the buff specified in the input's properties. Expects an AI as an activator.
| + | * [[Hell Props]] |
− | | + | * [[Interactives]] |
− | {| class="wikitable" style="width: 60%;"
| + | ** [[Gore Nest]] |
− | !'''OUTPUTS'''
| + | ** [[Hell Tablet]] |
− | |}
| + | ** [[Mixom Switch]] |
− | | + | ** [[Munitions Box]] |
− | ;On Killed: When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.
| + | ** [[Panel]] |
− | ;On AI Spawned: When an AI is spawned, send a signal. The spawned AI is the activator.
| + | ** [[Power Station]] |
− | ;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.
| + | ** [[Pressure Plate]] |
− | ;On Hurt: When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.
| + | ** [[Skull Switch]] |
− | | + | ** [[Tripod Panel]] |
− | | + | * [[Large Props]] |
− | | + | ** [[Corner Window]] |
− | | + | ** [[Reinforced Window]] |
− | | + | ** [[Window]] |
− | | + | * [[Pickups]] |
− | ----
| + | ** [[Droppables]] |
− | | + | ** [[Flag Base]] |
− | | + | * [[Small Props]] |
− | '''''Possessed Scientist'''''
| + | * [[Weapons]] |
− | | + | |
− | Posthumous brain activity in Possessed Scientists is limited to primal behavior. They will stand dormant until presented with a live food source.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Possessed Engineer'''''
| + | |
− | | + | |
− | Possessed Engineers are created when an appropriate explosive material is readily available. They exhibit self-destructive behavior.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Imp'''''
| + | |
− | | + | |
− | Imps, ferocious and agile demons, are found all over Hell and are often used on the front line during concerted attacks in both dimensions.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Lost Soul'''''
| + | |
− | | + | |
− | Lost Souls are found wandering aimlessly within the temples of Hell as they search for a host to inhabit.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''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.
| + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Possessed Soldier'''''
| + | |
− | | + | |
− | Some Lazarus Wave victims continue to display tactical cognizance posthumously. Combat-trained individuals will become enemy combatants.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Possessed Security'''''
| + | |
− | | + | |
− | Possessed Security units exhibit complex battle strategies, including use of a mobile shield and ability to fire while in defilade.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Cacodemon'''''
| + | |
− | | + | |
− | The Cacodemon is a monstrous psionic demon driven by the desire to feed. It displays limited intelligence, but makes for an intimidating enemy.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Hell Knight'''''
| + | |
− | | + | |
− | The Hell Knight is a towering brute bred for combat deep in the bowels of Hell.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Mancubus'''''
| + | |
− | | + | |
− | The Mancubus is a lumbering behemoth demon. A foul odor accompanies its presence, a stench that can be overwhelming if inhaled directly.
| + | |
− | | + | |
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− | | + | |
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− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Cyber-Mancubus'''''
| + | |
− | | + | |
− | The Mancubus strain of demon has been manipulated by a team of biogeneticists led by Dr. Pierce herself.
| + | |
− | | + | |
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− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Pinky'''''
| + | |
− | | + | |
− | These demonic animals were colloquially named Pinkies when first discovered by the Lazarus Project's Tethering Operation.
| + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Spectre'''''
| + | |
− | | + | |
− | The Spectre is the unfortunate result of an attempt to genetically modify the Pinky. There are no known behavioral differences from the Pinky.
| + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Revenant'''''
| + | |
− | | + | |
− | Revenants are UAC operatives that have been transformed through cybernetic augmentation and repeated Lazarus Wave exposure.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''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.
| + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''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.
| + | |
− | | + | |
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− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Classic Barrel'''''
| + | |
− | | + | |
− | This minimally reinforced barrel explodes at the slightest hint of damage.
| + | |
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− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Plasma Barrel'''''
| + | |
− | | + | |
− | This barrel explodes when damaged, spilling hot plasma everywhere.
| + | |
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− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Radiation Barrel'''''
| + | |
− | | + | |
− | This barrel explodes when damaged, spilling radioactive goo. You probably shouldn't eat the goo.
| + | |
− | | + | |
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− | ----
| + | |
− | | + | |
− | | + | |
− | '''''UAC Barrel'''''
| + | |
− | | + | |
− | The highest UAC safety standards were followed in the manufacturing of this barrel.
| + | |
− | | + | |
− | | + | |
− | == FX ==
| + | |
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− | ----
| + | |
− | | + | |
− | | + | |
− | '''''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
| + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''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)
| + | |
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− | ----
| + | |
− | | + | |
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− | '''''Medium Sparks'''''
| + | |
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− | 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.
| + | |
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− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Small Sparks'''''
| + | |
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− | A tiny spark effect for use with tiny malfunctions.
| + | |
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− | ----
| + | |
− | | + | |
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− | '''''Large Explosion'''''
| + | |
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− | Develop your own big bang theory with this military grade kaboom maker.
| + | |
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− | ----
| + | |
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− | '''''Medium Explosion'''''
| + | |
− | | + | |
− | It may not be large, but it's the second best explosion you'll ever experience.
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− | ----
| + | |
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− | '''''Small Explosion'''''
| + | |
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− | Amaze your friends and frighten your neighbors with this bite sized explosion.
| + | |
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− | ----
| + | |
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− | '''''Barrel Explosion'''''
| + | |
− | | + | |
− | Sometimes you want the explosion without the barrel.
| + | |
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− | ----
| + | |
− | | + | |
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− | '''''Electric Explosion'''''
| + | |
− | | + | |
− | This is what happens when you stick your entire head into a wall socket.
| + | |
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− | ----
| + | |
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− | '''''Large Fire'''''
| + | |
− | | + | |
− | When a small fire just isn't enough, go large.
| + | |
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− | ----
| + | |
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− | '''''Medium Fire'''''
| + | |
− | | + | |
− | If that fire is too large and that other fire is too small, this medium fire might be for you.
| + | |
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− | | + | |
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− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Small Fire'''''
| + | |
− | | + | |
− | Fire! Fire! A small fire is just a big fire waiting to happen.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Flame Jet'''''
| + | |
− | | + | |
− | 9 out of 10 pyros agree that this flame jet is the best! Causes fire damage to players and demons.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | | + | |
− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Large Smoke'''''
| + | |
− | | + | |
− | Where there's smoke there's a particle emitter.
| + | |
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− | | + | |
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− | ----
| + | |
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− | '''''Medium Smoke'''''
| + | |
− | | + | |
− | Fool all your firefighter buddies into getting dressed for nothing.
| + | |
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− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Small Smoke'''''
| + | |
− | | + | |
− | It's illegal in most places to have a small smoke indoors.
| + | |
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− | ----
| + | |
− | | + | |
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− | '''''Large Smoke Stream'''''
| + | |
− | | + | |
− | Where is all this smoke coming from?
| + | |
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− | | + | |
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− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Medium Smoke Stream'''''
| + | |
− | | + | |
− | Don't breathe this.
| + | |
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− | ----
| + | |
− | | + | |
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− | '''''Small Smoke Stream'''''
| + | |
− | | + | |
− | Travelling at the speed of smoke.
| + | |
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− | | + | |
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− | ----
| + | |
− | | + | |
− | | + | |
− | '''''Poison Cloud'''''
| + | |
− | | + | |
− | Inhale the sweet aroma! Causes poison damage to players and demons.
| + | |
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− | | + | |
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− | ----
| + | |
− | | + | |
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− | '''''Poison Jet'''''
| + | |
− | | + | |
− | Use a high pressure jet of noxious death to rapidly insert poison into the atmosphere! Causes poison damage to players and demons.
| + | |
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− | ----
| + | |
− | | + | |
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− | '''''Large Steam'''''
| + | |
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− | A high flow rate steam exhaust. Proximity can result in amazingly wrinkle free clothes.
| + | |
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− | ----
| + | |
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− | '''''Medium Steam'''''
| + | |
− | | + | |
− | This isn't your Grandma's humidifier.
| + | |
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− | ----
| + | |
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− | '''''Small Steam'''''
| + | |
− | | + | |
− | A tiny jet of superheated gas. 2,400 PSI never looked so good!
| + | |
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− | | + | |
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− | ----
| + | |
− | | + | |
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− | '''''Plasma'''''
| + | |
− | | + | |
− | Looks like somebody dropped a cup of superheated plasma. So clumsy! Causes plasma damage to players and demons.
| + | |
− | | + | |
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− | | + | |
− | | + | |
− | | + | |
− | ----
| + | |
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− | '''''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.
| + | |
− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | | + | |
− | ----
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− | '''''Vortex Rifle'''''
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− | A precision long-range energy weapon with a magnified optic.
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− | == DOORS ==
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− | ----
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− | '''''Door'''''
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− | ;Four Way: A door that opens in four directions like a big X.
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− | ;Horizontal Split: A door that is split horizontally through the middle.
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− | ;Industrial: A grimy metal door.
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− | ;No Door: Turns door into an archway.
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− | ;Door: A door. It opens. It closes.
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− | ;Secret: A door that opens upwards and appears to be a wall. Opens when used by the player.
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− | ;Vertical: A door that opens upwards.
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− | ;Vertical Split: A door that is split vertically down the middle.
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− | {| class="wikitable" style="width: 60%;"
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− | !'''INPUTS'''
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− | |}
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− | ;Lock: Lock the door in the closed position.
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− | ;Unlock: Unlock a locked door.
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− | ;Open: Open the door.
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− | ;Close: Close the door.
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− | ;Start Lockdown: Start a lockdown on this door.
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− | ;End Lockdown: End the lockdown on this door.
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− | ;Open Always: Leave the door in the open position.
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− | {| class="wikitable" style="width: 60%;"
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− | !'''OUTPUTS'''
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− | |}
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− | ;On Opened: When the door opens, send a signal. There is no activator.
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− | ;On Closed: When the door closes, send a signal. There is no activator.
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SnapMap items that can be physically placed in the SnapMap editor are defined as OBJECTS.