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Difference between revisions of "Objects"

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

Revision as of 2016-05-11T18:09:13

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

Contents

DEMONS

All Demons in this category share the same inputs and outputs


Possessed Worker

Description: Possessed Workers are created in a Lazarus Wave event, a phenomenon discovered during Dr. Olivia Pierce's Lazarus Project research operation.

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.
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.
Apply Buff
Apply the buff specified in the input's properties. Expects an AI as an activator.
OUTPUTS
On Killed
When a demon is killed, send a signal. The activator, demon or killer, is specified in the output's properties.
On AI Spawned
When an AI is spawned, send a signal. The spawned AI is the activator.
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.
On Hurt
When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.


Possessed Scientist

Posthumous brain activity in Possessed Scientists is limited to primal behavior. They will stand dormant until presented with a live food source.


Possessed Engineer

Possessed Engineers are created when an appropriate explosive material is readily available. They exhibit self-destructive behavior.


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.


Lost Soul

Lost Souls are found wandering aimlessly within the temples of Hell as they search for a host to inhabit.


Hell Razer

The Hell Razer is an astute and tactical foe that will engage enemies from a distance with a fierce beam of unrefined Hell energy.


Possessed Soldier

Some Lazarus Wave victims continue to display tactical cognizance posthumously. Combat-trained individuals will become enemy combatants.


Possessed Security

Possessed Security units exhibit complex battle strategies, including use of a mobile shield and ability to fire while in defilade.


Cacodemon

The Cacodemon is a monstrous psionic demon driven by the desire to feed. It displays limited intelligence, but makes for an intimidating enemy.


Hell Knight

The Hell Knight is a towering brute bred for combat deep in the bowels of Hell.


Mancubus

The Mancubus is a lumbering behemoth demon. A foul odor accompanies its presence, a stench that can be overwhelming if inhaled directly.


Cyber-Mancubus

The Mancubus strain of demon has been manipulated by a team of biogeneticists led by Dr. Pierce herself.


Pinky

These demonic animals were colloquially named Pinkies when first discovered by the Lazarus Project's Tethering Operation.


Spectre

The Spectre is the unfortunate result of an attempt to genetically modify the Pinky. There are no known behavioral differences from the Pinky.


Revenant

Revenants are UAC operatives that have been transformed through cybernetic augmentation and repeated Lazarus Wave exposure.


Baron of Hell

The Baron of Hell is the highest demon among the order of the Hell Knights.

EXPLODERS

All Exploders in this category share the same inputs and outputs.

C4

A C4 explosive that detonates when shot and gets a little tetchy when you look at it funny.


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.


OUTPUTS
On Destroyed
When the object is destroyed, send a signal. The object that caused the damage is the activator.


Classic Barrel

This minimally reinforced barrel explodes at the slightest hint of damage.


Plasma Barrel

This barrel explodes when damaged, spilling hot plasma everywhere.


Radiation Barrel

This barrel explodes when damaged, spilling radioactive goo. You probably shouldn't eat the goo.


UAC Barrel

The highest UAC safety standards were followed in the manufacturing of this barrel.


FX

Point Light

When your map is without form, and void; and darkness is upon the face of your textures. Place a light, and there will be light, and it will be good.


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.


OUTPUTS

None

Spot Light

When a Point Light doesn't provide enough focus, the Spot Light is there to fill your light beam needs.


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.


OUTPUTS

None

(The Medium Sparks through Invisible Hazard all share the same inputs and outputs)

Medium Sparks

Light produced by a sudden discontinuous discharge of electricity through air or another dielectric.


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.


OUTPUTS
On Caused Damage
When this hazard causes damage, send a signal.
On Kill
When this hazard kills a target, send a signal with the target as the activator.

Small Sparks

A tiny spark effect for use with tiny malfunctions.


Large Explosion

Develop your own big bang theory with this military grade kaboom maker.


Medium Explosion

It may not be large, but it's the second best explosion you'll ever experience.


Small Explosion

Amaze your friends and frighten your neighbors with this bite sized explosion.


Barrel Explosion

Sometimes you want the explosion without the barrel.


Electric Explosion

This is what happens when you stick your entire head into a wall socket.


Large Fire

When a small fire just isn't enough, go large.


Medium Fire

If that fire is too large and that other fire is too small, this medium fire might be for you.


Small Fire

Fire! Fire! A small fire is just a big fire waiting to happen.


Flame Jet

9 out of 10 pyros agree that this flame jet is the best! Causes fire damage to players and demons.


Large Smoke

Where there's smoke there's a particle emitter.

Medium Smoke

Fool all your firefighter buddies into getting dressed for nothing.


Small Smoke

It's illegal in most places to have a small smoke indoors.


Large Smoke Stream

Where is all this smoke coming from?


Medium Smoke Stream

Don't breathe this.


Small Smoke Stream

Travelling at the speed of smoke.


Poison Cloud

Inhale the sweet aroma! Causes poison damage to players and demons.


Poison Jet

Use a high pressure jet of noxious death to rapidly insert poison into the atmosphere! Causes poison damage to players and demons.


Large Steam

A high flow rate steam exhaust. Proximity can result in amazingly wrinkle free clothes.


Medium Steam

This isn't your Grandma's humidifier.


Small Steam

A tiny jet of superheated gas. 2,400 PSI never looked so good!


Plasma

Looks like somebody dropped a cup of superheated plasma. So clumsy! Causes plasma damage to players and demons.


Radiation

A blob of radioactive goo you can use to decorate any room. Causes radiation damage to players and demons.


Invisible Hazard

When you want to inflict pain from an unseen force, the invisible hazard is for you. Causes variable damage to players and demons.


Laser

Wield the power of light! Causes damage to players and demons.


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.


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...


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.
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.

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.
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!

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.
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.

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.
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.

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.


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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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!

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.
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.

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.
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.

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.
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.

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.
OUTPUTS

None


Haste

Haste increases the player's movement speed and firing speed for a short time. Gotta go fast!

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.
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?

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

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

None


Spawn Weapon

The Spawn Weapon object will spawn a weapon on demand. Guns. Lots of guns.

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.
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.

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.
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.

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.
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.

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.
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.

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.
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.

INPUTS
Spawn Object
Spawn the object. The settings may use the activator's position to decide the spawn location.
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.

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.
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.

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.
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.

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.
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.

INPUTS
Enable Inhibitor Volume
Enable the Inhibit AI Conductor Spawning Volume.
Disable Inhibitor Volume
Disable the Inhibit AI Conductor Spawning Volume.
OUTPUTS

None


Player Blocking Volume

The Player Blocking Volume prevents players and projectiles from passing through the defined volume.

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.
OUTPUTS

None


Shootable Trigger

The Shootable Trigger will signal its outputs when taking damage.

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.
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.

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.
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].

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.
OUTPUTS
On Picked Up
When a player presses the use button on the weapon, send a signal. The player is the activator.

Burst Rifle

A selective-fire battle rifle equipped with a reciprocating barrel assembly and 3-round burst mode.

Chaingun

A large drum-fed rotary machine gun with a high rate of fire.

Combat Shotgun

A pump-action shotgun with a tight spread of buckshot.

Gauss Cannon

A devastatingly accurate long-range weapon with a noticeable kick that must be compensated for by the operator.

Heavy Assault Rifle

Features a dependable mechanical firing mechanism, high accuracy at long range, and an abundant supply of ammunition.

Hellshot

An advanced semi-automatic energy weapon.

Lightning Gun

Short range energy weapon that fires a constant stream of electricity.

Plasma Rifle

A fully automatic rifle that fires pulses of super-heated plasma capable of dealing splash damage.

Rocket Launcher

Fires rockets that explode on impact, doing damage over a large area.

Super Shotgun

A break-action double barrel shotgun that fires a wide spread of buckshot.

Vortex Rifle

A precision long-range energy weapon with a magnified optic.


DOORS

Door

Four Way
A door that opens in four directions like a big X.
Horizontal Split
A door that is split horizontally through the middle.
Industrial
A grimy metal door.
No Door
Turns door into an archway.
Door
A door. It opens. It closes.
Secret
A door that opens upwards and appears to be a wall. Opens when used by the player.
Vertical
A door that opens upwards.
Vertical Split
A door that is split vertically down the middle.
INPUTS
Lock
Lock the door in the closed position.
Unlock
Unlock a locked door.
Open
Open the door.
Close
Close the door.
Start Lockdown
Start a lockdown on this door.
End Lockdown
End the lockdown on this door.
Open Always
Leave the door in the open position.
OUTPUTS
On Opened
When the door opens, send a signal. There is no activator.
On Closed
When the door closes, send a signal. There is no activator.