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Difference between revisions of "Objects"

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== DEMONS ==
 
== DEMONS ==
 
All Demons in this category share the same inputs and outputs
 
All Demons in this category share the same inputs and outputs
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;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 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.
 
;On Hurt: When an AI is hurt, send a signal. The activator, demon or attacker, is specified in the output's properties.
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Posthumous brain activity in Possessed Scientists is limited to primal behavior. They will stand dormant until presented with a live food source.
 
Posthumous brain activity in Possessed Scientists is limited to primal behavior. They will stand dormant until presented with a live food source.
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Possessed Engineers are created when an appropriate explosive material is readily available. They exhibit self-destructive behavior.
 
Possessed Engineers are created when an appropriate explosive material is readily available. They exhibit self-destructive behavior.
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Imps, ferocious and agile demons, are found all over Hell and are often used on the front line during concerted attacks in both dimensions.
 
Imps, ferocious and agile demons, are found all over Hell and are often used on the front line during concerted attacks in both dimensions.
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Lost Souls are found wandering aimlessly within the temples of Hell as they search for a host to inhabit.
 
Lost Souls are found wandering aimlessly within the temples of Hell as they search for a host to inhabit.
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The Hell Razer is an astute and tactical foe that will engage enemies from a distance with a fierce beam of unrefined Hell energy.
 
The Hell Razer is an astute and tactical foe that will engage enemies from a distance with a fierce beam of unrefined Hell energy.
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Some Lazarus Wave victims continue to display tactical cognizance posthumously. Combat-trained individuals will become enemy combatants.
 
Some Lazarus Wave victims continue to display tactical cognizance posthumously. Combat-trained individuals will become enemy combatants.
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Possessed Security units exhibit complex battle strategies, including use of a mobile shield and ability to fire while in defilade.
 
Possessed Security units exhibit complex battle strategies, including use of a mobile shield and ability to fire while in defilade.
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The Cacodemon is a monstrous psionic demon driven by the desire to feed. It displays limited intelligence, but makes for an intimidating enemy.
 
The Cacodemon is a monstrous psionic demon driven by the desire to feed. It displays limited intelligence, but makes for an intimidating enemy.
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The Hell Knight is a towering brute bred for combat deep in the bowels of Hell.
 
The Hell Knight is a towering brute bred for combat deep in the bowels of Hell.
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The Mancubus is a lumbering behemoth demon. A foul odor accompanies its presence, a stench that can be overwhelming if inhaled directly.
 
The Mancubus is a lumbering behemoth demon. A foul odor accompanies its presence, a stench that can be overwhelming if inhaled directly.
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The Mancubus strain of demon has been manipulated by a team of biogeneticists led by Dr. Pierce herself.
 
The Mancubus strain of demon has been manipulated by a team of biogeneticists led by Dr. Pierce herself.
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These demonic animals were colloquially named Pinkies when first discovered by the Lazarus Project's Tethering Operation.
 
These demonic animals were colloquially named Pinkies when first discovered by the Lazarus Project's Tethering Operation.
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The Spectre is the unfortunate result of an attempt to genetically modify the Pinky. There are no known behavioral differences from the Pinky.
 
The Spectre is the unfortunate result of an attempt to genetically modify the Pinky. There are no known behavioral differences from the Pinky.
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Revenants are UAC operatives that have been transformed through cybernetic augmentation and repeated Lazarus Wave exposure.
 
Revenants are UAC operatives that have been transformed through cybernetic augmentation and repeated Lazarus Wave exposure.
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All Exploders in this category share the same inputs and outputs.  
 
All Exploders in this category share the same inputs and outputs.  
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'''''C4'''''
 
'''''C4'''''
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;On Destroyed: When the object is destroyed, send a signal. The object that caused the damage is the activator.
 
;On Destroyed: When the object is destroyed, send a signal. The object that caused the damage is the activator.
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----
  
  
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This minimally reinforced barrel explodes at the slightest hint of damage.
 
This minimally reinforced barrel explodes at the slightest hint of damage.
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This barrel explodes when damaged, spilling hot plasma everywhere.
 
This barrel explodes when damaged, spilling hot plasma everywhere.
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This barrel explodes when damaged, spilling radioactive goo. You probably shouldn't eat the goo.
 
This barrel explodes when damaged, spilling radioactive goo. You probably shouldn't eat the goo.
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== FX ==
 
== FX ==
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'''''Point Light'''''
 
'''''Point Light'''''
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None
 
None
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'''''Spot Light'''''
 
'''''Spot Light'''''
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(The Medium Sparks through Invisible Hazard all share the same inputs and outputs)
 
(The Medium Sparks through Invisible Hazard all share the same inputs and outputs)
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'''''Medium Sparks'''''
 
'''''Medium Sparks'''''
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;On Caused Damage: When this hazard causes damage, send a signal.
 
;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.
 
;On Kill: When this hazard kills a target, send a signal with the target as the activator.
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----
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'''''Small Sparks'''''
 
'''''Small Sparks'''''
  
 
A tiny spark effect for use with tiny malfunctions.
 
A tiny spark effect for use with tiny malfunctions.
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Line 227: Line 409:
  
 
Develop your own big bang theory with this military grade kaboom maker.
 
Develop your own big bang theory with this military grade kaboom maker.
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Line 232: Line 421:
  
 
It may not be large, but it's the second best explosion you'll ever experience.
 
It may not be large, but it's the second best explosion you'll ever experience.
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Line 237: Line 433:
  
 
Amaze your friends and frighten your neighbors with this bite sized explosion.
 
Amaze your friends and frighten your neighbors with this bite sized explosion.
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Line 242: Line 445:
  
 
Sometimes you want the explosion without the barrel.
 
Sometimes you want the explosion without the barrel.
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Line 247: Line 457:
  
 
This is what happens when you stick your entire head into a wall socket.
 
This is what happens when you stick your entire head into a wall socket.
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Line 252: Line 469:
  
 
When a small fire just isn't enough, go large.
 
When a small fire just isn't enough, go large.
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If that fire is too large and that other fire is too small, this medium fire might be for you.
 
If that fire is too large and that other fire is too small, this medium fire might be for you.
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Line 262: Line 493:
  
 
Fire! Fire! A small fire is just a big fire waiting to happen.
 
Fire! Fire! A small fire is just a big fire waiting to happen.
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9 out of 10 pyros agree that this flame jet is the best! Causes fire damage to players and demons.
 
9 out of 10 pyros agree that this flame jet is the best! Causes fire damage to players and demons.
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Line 272: Line 517:
  
 
Where there's smoke there's a particle emitter.
 
Where there's smoke there's a particle emitter.
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'''''Medium Smoke'''''
 
'''''Medium Smoke'''''
  
 
Fool all your firefighter buddies into getting dressed for nothing.
 
Fool all your firefighter buddies into getting dressed for nothing.
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Line 281: Line 540:
  
 
It's illegal in most places to have a small smoke indoors.
 
It's illegal in most places to have a small smoke indoors.
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Line 286: Line 552:
  
 
Where is all this smoke coming from?
 
Where is all this smoke coming from?
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Line 291: Line 564:
  
 
Don't breathe this.
 
Don't breathe this.
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Line 296: Line 576:
  
 
Travelling at the speed of smoke.
 
Travelling at the speed of smoke.
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Line 301: Line 588:
  
 
Inhale the sweet aroma! Causes poison damage to players and demons.
 
Inhale the sweet aroma! Causes poison damage to players and demons.
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Line 306: Line 600:
  
 
Use a high pressure jet of noxious death to rapidly insert poison into the atmosphere! Causes poison damage to players and demons.
 
Use a high pressure jet of noxious death to rapidly insert poison into the atmosphere! Causes poison damage to players and demons.
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Line 311: Line 612:
  
 
A high flow rate steam exhaust. Proximity can result in amazingly wrinkle free clothes.
 
A high flow rate steam exhaust. Proximity can result in amazingly wrinkle free clothes.
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Line 316: Line 624:
  
 
This isn't your Grandma's humidifier.
 
This isn't your Grandma's humidifier.
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A tiny jet of superheated gas. 2,400 PSI never looked so good!
 
A tiny jet of superheated gas. 2,400 PSI never looked so good!
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Looks like somebody dropped a cup of superheated plasma. So clumsy! Causes plasma damage to players and demons.
 
Looks like somebody dropped a cup of superheated plasma. So clumsy! Causes plasma damage to players and demons.
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----
  
  
Line 331: Line 660:
  
 
A blob of radioactive goo you can use to decorate any room. Causes radiation damage to players and demons.
 
A blob of radioactive goo you can use to decorate any room. Causes radiation damage to players and demons.
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When you want to inflict pain from an unseen force, the invisible hazard is for you. Causes variable damage to players and demons.
 
When you want to inflict pain from an unseen force, the invisible hazard is for you. Causes variable damage to players and demons.
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== INTERACTIVES ==
 
== INTERACTIVES ==
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'''''Munitions Box'''''
 
'''''Munitions Box'''''
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;On Used: When a player presses the use button on an object, send a signal. The player is the activator.
 
;On Used: When a player presses the use button on an object, send a signal. The player is the activator.
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;On Used: When a player presses the use button on an object, send a signal. The player is the activator.
 
;On Used: When a player presses the use button on an object, send a signal. The player is the activator.
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;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 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.
 
;On Given: When the Power Station is given a Power Core, send a signal. The player who gave the Power Core is the activator.
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All Large Props share the same Inputs and Outputs
 
All Large Props share the same Inputs and Outputs
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'''''Barrels 01'''''
 
'''''Barrels 01'''''
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None
 
None
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Line 491: Line 876:
  
 
3 non-explosive UAC barrels. No human would stack barrels like this.
 
3 non-explosive UAC barrels. No human would stack barrels like this.
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Line 496: Line 888:
  
 
A reinforced portable wall unit.
 
A reinforced portable wall unit.
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Line 501: Line 900:
  
 
A security barricade unit.
 
A security barricade unit.
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Line 506: Line 912:
  
 
A security barricade unit.
 
A security barricade unit.
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Line 511: Line 924:
  
 
A security barricade unit.
 
A security barricade unit.
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A security barricade unit with warning information.
 
A security barricade unit with warning information.
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A large multi-panel security barricade unit.
 
A large multi-panel security barricade unit.
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Line 526: Line 960:
  
 
A reinforced metal security blockade unit.
 
A reinforced metal security blockade unit.
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Line 531: Line 972:
  
 
A retracted security barricade unit.
 
A retracted security barricade unit.
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Line 536: Line 984:
  
 
A security barricade scanning unit.
 
A security barricade scanning unit.
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A storage case for laboratory equipment.
 
A storage case for laboratory equipment.
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Line 546: Line 1,008:
  
 
A general use storage box.
 
A general use storage box.
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Line 551: Line 1,020:
  
 
A shipping crate for laboratory equipment.
 
A shipping crate for laboratory equipment.
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Line 556: Line 1,032:
  
 
A UAC open equipment cart.
 
A UAC open equipment cart.
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Line 561: Line 1,044:
  
 
A UAC environment controlled equipment cart.
 
A UAC environment controlled equipment cart.
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Line 566: Line 1,056:
  
 
A corner segment for the modular control console.
 
A corner segment for the modular control console.
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Line 571: Line 1,068:
  
 
The central unit of a modular control console.
 
The central unit of a modular control console.
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Line 576: Line 1,080:
  
 
A short segment for the modular control console.
 
A short segment for the modular control console.
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Line 581: Line 1,092:
  
 
A tower segment for the modular control console.
 
A tower segment for the modular control console.
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Line 586: Line 1,104:
  
 
A freestanding control panel.
 
A freestanding control panel.
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Line 591: Line 1,116:
  
 
A practical and attractive storage solution for vitrified waste and compacted metals. Available in yellow.
 
A practical and attractive storage solution for vitrified waste and compacted metals. Available in yellow.
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Line 596: Line 1,128:
  
 
An industrial storage crate.
 
An industrial storage crate.
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Line 601: Line 1,140:
  
 
A lid for an industrial storage crate.
 
A lid for an industrial storage crate.
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Line 606: Line 1,152:
  
 
An open industrial storage crate.
 
An open industrial storage crate.
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Line 611: Line 1,164:
  
 
An equipment container.
 
An equipment container.
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Line 616: Line 1,176:
  
 
The lid for an equipment container.
 
The lid for an equipment container.
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Line 621: Line 1,188:
  
 
An open equipment storage container.
 
An open equipment storage container.
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Line 626: Line 1,200:
  
 
An industrial storage crate.
 
An industrial storage crate.
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Line 631: Line 1,212:
  
 
An industrial storage crate.
 
An industrial storage crate.
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Line 636: Line 1,224:
  
 
A large shipping and storage system.
 
A large shipping and storage system.
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----
  
  
Line 641: Line 1,236:
  
 
Metal debris.
 
Metal debris.
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Line 646: Line 1,248:
  
 
Metal debris.
 
Metal debris.
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Line 651: Line 1,260:
  
 
Metal debris.
 
Metal debris.
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Line 656: Line 1,272:
  
 
Metal debris.
 
Metal debris.
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Line 661: Line 1,284:
  
 
Metal debris.
 
Metal debris.
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Line 666: Line 1,296:
  
 
A pile of metal debris.
 
A pile of metal debris.
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----
  
  
Line 671: Line 1,308:
  
 
Adds an elegant yet powerful touch to any Director's office décor.
 
Adds an elegant yet powerful touch to any Director's office décor.
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Line 676: Line 1,320:
  
 
A rugged and easy-to-use equipment bag.
 
A rugged and easy-to-use equipment bag.
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----
  
  
Line 681: Line 1,332:
  
 
Designed to fit your body like a glove, this office chair is for people who think best off of their feet
 
Designed to fit your body like a glove, this office chair is for people who think best off of their feet
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----
  
  
Line 686: Line 1,344:
  
 
An inactive Exit sign.
 
An inactive Exit sign.
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----
  
  
Line 691: Line 1,356:
  
 
An active Exit sign.
 
An active Exit sign.
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----
  
  
Line 696: Line 1,368:
  
 
A portable fan.
 
A portable fan.
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----
  
  
Line 701: Line 1,380:
  
 
A UAC floor mat.
 
A UAC floor mat.
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----
  
  
Line 706: Line 1,392:
  
 
An industrial floor pad.
 
An industrial floor pad.
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 +
 +
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----
  
  
Line 711: Line 1,404:
  
 
An industrial fork lift
 
An industrial fork lift
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 +
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----
  
  
Line 716: Line 1,416:
  
 
A portable refueling station.
 
A portable refueling station.
 +
 +
 +
 +
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----
  
  
Line 721: Line 1,428:
  
 
A portable generator.
 
A portable generator.
 +
 +
 +
 +
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 +
----
  
  
Line 726: Line 1,440:
  
 
A backup power supply with extension cable.
 
A backup power supply with extension cable.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 731: Line 1,452:
  
 
A backup power supply.
 
A backup power supply.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 736: Line 1,464:
  
 
A portable industrial light.
 
A portable industrial light.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 741: Line 1,476:
  
 
A portable industrial light.
 
A portable industrial light.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 746: Line 1,488:
  
 
A portable industrial light.
 
A portable industrial light.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 751: Line 1,500:
  
 
A hanging light.
 
A hanging light.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 756: Line 1,512:
  
 
A hose reel.
 
A hose reel.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 761: Line 1,524:
  
 
A thermoplastic high pressure hydraulic hose.
 
A thermoplastic high pressure hydraulic hose.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Kitchen Chair'''''
 
'''''Kitchen Chair'''''
  
 
A chair commonly found in lunchrooms.
 
A chair commonly found in lunchrooms.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 770: Line 1,547:
  
 
A large containment barrier for storing community detritus.
 
A large containment barrier for storing community detritus.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 775: Line 1,559:
  
 
A personal locker.
 
A personal locker.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 780: Line 1,571:
  
 
A personal locker door.
 
A personal locker door.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 785: Line 1,583:
  
 
An open personal locker.
 
An open personal locker.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 790: Line 1,595:
  
 
An equipment locker.
 
An equipment locker.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 795: Line 1,607:
  
 
A thermal generator carbon extraction unit for oxygen depleted work environments.
 
A thermal generator carbon extraction unit for oxygen depleted work environments.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 800: Line 1,619:
  
 
A tri-station multi-phase variable frequency converter rack.
 
A tri-station multi-phase variable frequency converter rack.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 805: Line 1,631:
  
 
A heavy framed industrial monitor.
 
A heavy framed industrial monitor.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 810: Line 1,643:
  
 
A wall mounted facility monitoring station.
 
A wall mounted facility monitoring station.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 815: Line 1,655:
  
 
A free-standing facility monitoring station.
 
A free-standing facility monitoring station.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 820: Line 1,667:
  
 
An standard office chair.
 
An standard office chair.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 825: Line 1,679:
  
 
Both orange and uncomfortable, this chair is the perfect working class seating solution.
 
Both orange and uncomfortable, this chair is the perfect working class seating solution.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 830: Line 1,691:
  
 
A warehouse pallet.
 
A warehouse pallet.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 835: Line 1,703:
  
 
A storage shelf.
 
A storage shelf.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 840: Line 1,715:
  
 
A kitchen table.
 
A kitchen table.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 845: Line 1,727:
  
 
A food vending machine.
 
A food vending machine.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 850: Line 1,739:
  
 
A drink vending machine.
 
A drink vending machine.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 855: Line 1,751:
  
 
An industrial wall light.
 
An industrial wall light.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 860: Line 1,763:
  
 
A Move Up sign.
 
A Move Up sign.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 865: Line 1,775:
  
 
A Move Down sign.
 
A Move Down sign.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 870: Line 1,787:
  
 
A Watch Your Step sign.
 
A Watch Your Step sign.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 875: Line 1,799:
  
 
A Work Zone sign.
 
A Work Zone sign.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 880: Line 1,811:
  
 
A Hazardous Environment sign.
 
A Hazardous Environment sign.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 885: Line 1,823:
  
 
An Authorized Personnel Only sign.
 
An Authorized Personnel Only sign.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 890: Line 1,835:
  
 
A High Temperature sign.
 
A High Temperature sign.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 895: Line 1,847:
  
 
An Inhalation Hazard sign.
 
An Inhalation Hazard sign.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 900: Line 1,859:
  
 
A Burn Hazard sign.
 
A Burn Hazard sign.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 905: Line 1,871:
  
 
A Do Not Enter sign.
 
A Do Not Enter sign.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 910: Line 1,883:
  
 
A Fire Hazard sign.
 
A Fire Hazard sign.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 915: Line 1,895:
  
 
An eco-friendly water-responsible re-hydration station.
 
An eco-friendly water-responsible re-hydration station.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 920: Line 1,907:
  
 
Coiled electrical wire.
 
Coiled electrical wire.
 +
 +
 +
 +
 +
 +
 +
----
  
  
 
'''''Wire 02'''''
 
'''''Wire 02'''''
 
A scrap of electrical wire.
 
A scrap of electrical wire.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 934: Line 1,935:
  
 
== PICKUPS ==
 
== PICKUPS ==
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 967: Line 1,975:
 
;On Touched By: When the droppable is touched, send a signal. The object that touched the droppable is the activator.
 
;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.
 
;On Reset By: When an object is reset, send a signal. The activator is unchanged from the Reset input signal.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,000: Line 2,015:
 
;On Touched By: When the droppable is touched, send a signal. The object that touched the droppable is the activator.
 
;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.
 
;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)'''''
 
'''''Power Core (Red, Yellow, Blue, Green, Gray)'''''
Line 1,032: Line 2,054:
 
;On Touched By: When the droppable is touched, send a signal. The object that touched the droppable is the activator.
 
;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.
 
;On Reset By: When an object is reset, send a signal. The activator is unchanged from the Reset input signal.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Ammo Box'''''
 
'''''Ammo Box'''''
Line 1,051: Line 2,080:
  
 
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,071: Line 2,107:
  
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Armor Shard'''''
 
'''''Armor Shard'''''
Line 1,090: Line 2,133:
  
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,110: Line 2,160:
  
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,130: Line 2,187:
  
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,150: Line 2,214:
  
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Demon Rune'''''
 
'''''Demon Rune'''''
Line 1,168: Line 2,239:
  
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Flag Base'''''
 
'''''Flag Base'''''
Line 1,188: Line 2,266:
  
 
None
 
None
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,208: Line 2,293:
  
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,228: Line 2,320:
  
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,248: Line 2,347:
  
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Small Health'''''
 
'''''Small Health'''''
Line 1,267: Line 2,373:
  
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,287: Line 2,400:
  
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
;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'''''
Line 1,306: Line 2,426:
  
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 
;On Picked Up: When an object is picked up, send a signal. The player who picked up the object is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,329: Line 2,456:
  
 
== SPAWNERS ==
 
== SPAWNERS ==
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,353: Line 2,487:
 
;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 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.
 
;On Demon Spawned: When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Group Demon Encounter'''''
 
'''''Group Demon Encounter'''''
Line 1,376: Line 2,517:
 
;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 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.
 
;On Demon Spawned: When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Single Demon Encounter'''''
 
'''''Single Demon Encounter'''''
Line 1,399: Line 2,547:
 
;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 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.
 
;On Demon Spawned: When a demon is spawned during the encounter, send a signal. The demon that spawned is the activator.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Survival Event'''''
 
'''''Survival Event'''''
Line 1,416: Line 2,571:
  
 
;On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
 
;On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,434: Line 2,596:
  
 
;On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
 
;On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,452: Line 2,621:
  
 
;On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
 
;On Event Finished: When the event has finished, send a signal. The activator is unchanged from the input signal.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,470: Line 2,646:
  
 
None
 
None
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,488: Line 2,671:
  
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Spawn Ammo'''''
 
'''''Spawn Ammo'''''
Line 1,505: Line 2,695:
  
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,523: Line 2,720:
  
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,541: Line 2,745:
  
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Spawn Powerup'''''
 
'''''Spawn Powerup'''''
Line 1,558: Line 2,769:
  
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,576: Line 2,794:
 
;On Dropped: When the droppable is dropped, 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 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 Droppable Picked Up: When the droppable is picked up, send a signal. The activator, droppable or player, is specified in the output's properties.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,598: Line 2,823:
  
 
== VOLUMES ==
 
== VOLUMES ==
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,624: Line 2,856:
 
;On Exited: When an object exits 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.
 
;On Exited All: When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,650: Line 2,889:
 
;On Exited: When an object exits 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.
 
;On Exited All: When all objects have exited the trigger volume, send a signal. The last object to exit the volume is the activator.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,669: Line 2,915:
 
None
 
None
  
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,691: Line 2,944:
  
 
None
 
None
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,714: Line 2,974:
 
;On Damaged: Will fire anytime the trigger is damaged.
 
;On Damaged: Will fire anytime the trigger is damaged.
 
;On Damage Threshold Reached: Will fire once damage threshold has been reached.
 
;On Damage Threshold Reached: Will fire once damage threshold has been reached.
 +
 +
 +
 +
 +
 +
 +
----
  
  
Line 1,744: Line 3,011:
  
 
All Weapons share the same inputs and outputs
 
All Weapons share the same inputs and outputs
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''BFG'''''
 
'''''BFG'''''
Line 1,763: Line 3,037:
  
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 
;On Picked Up: When a player presses the use button on the weapon, send a signal. The player is the activator.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Burst Rifle'''''
 
'''''Burst Rifle'''''
  
 
A selective-fire battle rifle equipped with a reciprocating barrel assembly and 3-round burst mode.
 
A selective-fire battle rifle equipped with a reciprocating barrel assembly and 3-round burst mode.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Chaingun'''''
 
'''''Chaingun'''''
  
 
A large drum-fed rotary machine gun with a high rate of fire.
 
A large drum-fed rotary machine gun with a high rate of fire.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Combat Shotgun'''''
 
'''''Combat Shotgun'''''
  
 
A pump-action shotgun with a tight spread of buckshot.
 
A pump-action shotgun with a tight spread of buckshot.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Gauss Cannon'''''
 
'''''Gauss Cannon'''''
  
 
A devastatingly accurate long-range weapon with a noticeable kick that must be compensated for by the operator.
 
A devastatingly accurate long-range weapon with a noticeable kick that must be compensated for by the operator.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Heavy Assault Rifle'''''
 
'''''Heavy Assault Rifle'''''
  
 
Features a dependable mechanical firing mechanism, high accuracy at long range, and an abundant supply of ammunition.
 
Features a dependable mechanical firing mechanism, high accuracy at long range, and an abundant supply of ammunition.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Hellshot'''''
 
'''''Hellshot'''''
  
 
An advanced semi-automatic energy weapon.
 
An advanced semi-automatic energy weapon.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Lightning Gun'''''
 
'''''Lightning Gun'''''
  
 
Short range energy weapon that fires a constant stream of electricity.
 
Short range energy weapon that fires a constant stream of electricity.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Plasma Rifle'''''
 
'''''Plasma Rifle'''''
  
 
A fully automatic rifle that fires pulses of super-heated plasma capable of dealing splash damage.
 
A fully automatic rifle that fires pulses of super-heated plasma capable of dealing splash damage.
 +
 +
 +
 +
 +
 +
----
 +
  
 
'''''Rocket Launcher'''''
 
'''''Rocket Launcher'''''
  
 
Fires rockets that explode on impact, doing damage over a large area.
 
Fires rockets that explode on impact, doing damage over a large area.
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'''''Super Shotgun'''''
 
'''''Super Shotgun'''''
  
 
A break-action double barrel shotgun that fires a wide spread of buckshot.
 
A break-action double barrel shotgun that fires a wide spread of buckshot.
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'''''Vortex Rifle'''''
 
'''''Vortex Rifle'''''
Line 1,812: Line 3,163:
 
== DOORS ==
 
== DOORS ==
  
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Revision as of 2016-05-11T19:56:52

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

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.