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Difference between revisions of "Player Proxy"

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The Player Proxy is used to apply inputs or gather outputs from players in your map.
 
The Player Proxy is used to apply inputs or gather outputs from players in your map.
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 +
== Details ==
 +
{| class="wikitable"
 +
|-
 +
|[[File:PlayerProxy.PNG]]||
 +
'''Object''': Player Proxy
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 +
'''Category''': Player & Team
 +
 +
|}
 +
  
 
== Inputs ==
 
== Inputs ==
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!colspan="3"|'''INPUTS'''
 
!colspan="3"|'''INPUTS'''
 
|-
 
|-
| ||'''Hurt'''||Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
+
|[[File:.png|64px|link=Input:Hurt]]||'''Hurt'''||Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
 
|-
 
|-
| ||'''Kill Player'''||Kill a player. Expects a player as an activator.
+
|[[File:.png|64px|link=Input:Kill Player]]||'''Kill Player'''||Kill a player. Expects a player as an activator.
 
|-
 
|-
| ||'''Set Modifier'''||Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator. ('''Note:''' Changing the player race from Demon to Human while using Set Modifier on player can crash the game. A bug fix is coming in a future update.)
+
|[[File:.png|64px|link=Input:Set Modifier]]||'''Set Modifier'''||Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator. ('''Note:''' Changing the player race from Demon to Human while using Set Modifier on player can crash the game. A bug fix is coming in a future update.)
 
|-
 
|-
| ||'''Give Player Score'''||Give the player the score specified in the input's properties. Expects a player as an activator.
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|[[File:.png|64px|link=Input:Give Player Score]]||'''Give Player Score'''||Give the player the score specified in the input's properties. Expects a player as an activator.
 
|-
 
|-
| ||'''Revive'''||Revive an incapacitated player. Expects a player as an activator.
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|[[File:.png|64px|link=Input:Revive]]||'''Revive'''||Revive an incapacitated player. Expects a player as an activator.
 
|-
 
|-
| ||'''Incapacitate'''||Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator.
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|[[File:.png|64px|link=Input:Incapacitate]]||'''Incapacitate'''||Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator.
 
|-
 
|-
| ||'''Change Race'''||Transform a player into a human or a demon. Expects a player as an activator. ('''Note:''' Changing the player race from Demon to Human are no longer attacked by enemy AI. A bug fix is coming in a future update.)
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|[[File:.png|64px|link=Input:Change Race]]||'''Change Race'''||Transform a player into a human or a demon. Expects a player as an activator. ('''Note:''' Changing the player race from Demon to Human are no longer attacked by enemy AI. A bug fix is coming in a future update.)
 
|-
 
|-
| ||'''Give Health'''||Give the player the amount of health specified in the input's properties. Expects a player as an activator.
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|[[File:.png|64px|link=Input:Give Health]]||'''Give Health'''||Give the player the amount of health specified in the input's properties. Expects a player as an activator.
 
|-
 
|-
| ||'''Respawn'''||When the activator is a dead player, this action will respawn them
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|[[File:.png|64px|link=Input:Respawn]]||'''Respawn'''||When the activator is a dead player, this action will respawn them
 
|-
 
|-
| ||'''Set Point Of Interest'''||Apply a POI icon to the object.
+
|[[File:.png|64px|link=Input:Set Point Of Interest]]||'''Set Point Of Interest'''||Apply a POI icon to the object.
 
|-
 
|-
| ||'''Clear Points Of Interest'''||Remove any POIs that have been set.
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|[[File:.png|64px|link=Input:Clear Points Of Interest]]||'''Clear Points Of Interest'''||Remove any POIs that have been set.
 
|}
 
|}
 
  
  
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!colspan="3"|'''OUTPUTS'''
 
!colspan="3"|'''OUTPUTS'''
 
|-
 
|-
| ||'''On Revived'''||When a player is revived by a teammate, send a signal. The revived player is the activator.
+
|[[File:.png|64px|link=Output:On Revived]]||'''On Revived'''||When a player is revived by a teammate, send a signal. The revived player is the activator.
 
|-
 
|-
| ||'''On Incapacitated'''||When a player is incapacitated, send a signal. The incapacitated player is the activator.
+
|[[File:.png|64px|link=Output:On Incapacitated]]||'''On Incapacitated'''||When a player is incapacitated, send a signal. The incapacitated player is the activator.
 
|-
 
|-
| ||'''On Player Spawned'''||When a player spawns, send a signal. The spawned player is the activator.
+
|[[File:.png|64px|link=Output:On Player Spawned]]||'''On Player Spawned'''||When a player spawns, send a signal. The spawned player is the activator.
 
|-
 
|-
| ||'''On Killed'''||When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties.
+
|[[File:.png|64px|link=Output:On Killed]]||'''On Killed'''||When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties.
 
|-
 
|-
| ||'''On Hurt'''||When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties.
+
|[[File:.png|64px|link=Output:On Hurt]]||'''On Hurt'''||When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties.
 
|-
 
|-
| ||'''On Killed a Demon Player'''||When a player kills a demon player, send a signal. The player that killed the demon player is the activator.
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|[[File:.png|64px|link=Output:On Killed a Demon Player]]||'''On Killed a Demon Player'''||When a player kills a demon player, send a signal. The player that killed the demon player is the activator.
 
|-
 
|-
| ||'''On Killed an AI'''||When a player kills an AI, send a signal. The player is the activator.
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|[[File:.png|64px|link=Output:On Killed an AI]]||'''On Killed an AI'''||When a player kills an AI, send a signal. The player is the activator.
 
|-
 
|-
| ||'''On Player Score Reached'''||When a player reaches the target score specified in the input's properties, send a signal. The player is the activator. ('''Note:''' If the Target Score is set to a negative value, only positive values will activate the logic. Any negative value or zero will not activate the logic, even the exact negative Target Score value. A bug fix is coming in a future update.)
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|[[File:.png|64px|link=Output:On Player Score Reached]]||'''On Player Score Reached'''||When a player reaches the target score specified in the input's properties, send a signal. The player is the activator. ('''Note:''' If the Target Score is set to a negative value, only positive values will activate the logic. Any negative value or zero will not activate the logic, even the exact negative Target Score value. A bug fix is coming in a future update.)
 
|-
 
|-
| ||'''On Intensity Changed'''||When the intensity changes, based on how well a player is playing, send a signal. The player whose intensity changed is the activator.
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|[[File:.png|64px|link=Output:On Intensity Changed]]||'''On Intensity Changed'''||When the intensity changes, based on how well a player is playing, send a signal. The player whose intensity changed is the activator.
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|-
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|[[File:.png|64px|link=Output:On Killed Self]]||'''On Killed Self'''||When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator.
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|-
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|[[File:.png|64px|link=Output:On Match Joined]]||'''On Match Joined'''||When a player joins the match, send a signal. The player is the activator.
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|-
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|[[File:.png|64px|link=Output:On Match Left]]||'''On Match Left'''||When a player leaves the match, send a signal. The player is the activator.
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|}
 +
 
 +
 
 +
== Properties ==
 +
{| class="wikitable" style="width: 60%;"
 +
!colspan="3"|'''PROPERTIES'''
 
|-
 
|-
| ||'''On Killed Self'''||When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator.
+
|'''Property'''||'''Type'''||'''Description'''
 
|-
 
|-
| ||'''On Match Joined'''||When a player joins the match, send a signal. The player is the activator.
+
|'''Name'''||String||The name of this object. Rename an object to make it easy to identify.
 
|-
 
|-
| ||'''On Match Left'''||When a player leaves the match, send a signal. The player is the activator.
+
|'''Custom Filter'''||Grid Picker||Limits who or what can use this object.
 
|}
 
|}

Revision as of 2016-06-03T17:07:04

Player Proxy

The Player Proxy is used to apply inputs or gather outputs from players in your map.

Details

PlayerProxy.PNG

Object: Player Proxy

Category: Player & Team


Inputs

INPUTS
64px Hurt Hurt a demon or player by the amount specified in the input's properties. Expects an AI or player as an activator.
64px Kill Player Kill a player. Expects a player as an activator.
64px Set Modifier Apply a modifier, specified in the input's properties, to a player. Expects a player as an activator. (Note: Changing the player race from Demon to Human while using Set Modifier on player can crash the game. A bug fix is coming in a future update.)
64px Give Player Score Give the player the score specified in the input's properties. Expects a player as an activator.
64px Revive Revive an incapacitated player. Expects a player as an activator.
64px Incapacitate Incapacitate a player. Incapacitated players will die if they are not revived in time. Expects a player as an activator.
64px Change Race Transform a player into a human or a demon. Expects a player as an activator. (Note: Changing the player race from Demon to Human are no longer attacked by enemy AI. A bug fix is coming in a future update.)
64px Give Health Give the player the amount of health specified in the input's properties. Expects a player as an activator.
64px Respawn When the activator is a dead player, this action will respawn them
64px Set Point Of Interest Apply a POI icon to the object.
64px Clear Points Of Interest Remove any POIs that have been set.


Outputs

OUTPUTS
64px On Revived When a player is revived by a teammate, send a signal. The revived player is the activator.
64px On Incapacitated When a player is incapacitated, send a signal. The incapacitated player is the activator.
64px On Player Spawned When a player spawns, send a signal. The spawned player is the activator.
64px On Killed When a player is killed, send a signal. The activator, victim or killer, is specified in the output's properties.
64px On Hurt When a player is hurt, send a signal. The activator, victim or attacker, is specified in the output's properties.
64px On Killed a Demon Player When a player kills a demon player, send a signal. The player that killed the demon player is the activator.
64px On Killed an AI When a player kills an AI, send a signal. The player is the activator.
64px On Player Score Reached When a player reaches the target score specified in the input's properties, send a signal. The player is the activator. (Note: If the Target Score is set to a negative value, only positive values will activate the logic. Any negative value or zero will not activate the logic, even the exact negative Target Score value. A bug fix is coming in a future update.)
64px On Intensity Changed When the intensity changes, based on how well a player is playing, send a signal. The player whose intensity changed is the activator.
64px On Killed Self When a player is killed by a hazard or their own splash damage, send a signal. The player is the activator.
64px On Match Joined When a player joins the match, send a signal. The player is the activator.
64px On Match Left When a player leaves the match, send a signal. The player is the activator.


Properties

PROPERTIES
Property Type Description
Name String The name of this object. Rename an object to make it easy to identify.
Custom Filter Grid Picker Limits who or what can use this object.