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Difference between revisions of "Shootable Trigger"
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(Created page with "== Shootable Trigger == The Shootable Trigger will signal its outputs when taking damage. {| class="wikitable" style="width: 60%;" !'''INPUTS''' |} ;Delete: Delete the obj...") |
(Set color input added for all volumes , cylinder volumes can be used as shootable triggers) |
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− | == Shootable Trigger == | + | [[Category:Logic]] |
+ | == Shootable Box Trigger == | ||
+ | The Shootable Box Trigger will signal its outputs when taking damage. | ||
+ | == Details == | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | |[[File:ShootableTrigger.PNG]]|| | ||
+ | '''Object''': Shootable Trigger | ||
− | + | '''Category''': Volumes | |
+ | |} | ||
+ | |||
+ | == Inputs == | ||
{| class="wikitable" style="width: 60%;" | {| class="wikitable" style="width: 60%;" | ||
− | !'''INPUTS''' | + | !colspan="3"|'''INPUTS''' |
+ | |- | ||
+ | |[[File:Disable.png|64px|link=Disable]]||'''Disable Volume'''||Disable the Trigger or Player Blocking Volume. | ||
+ | |- | ||
+ | |[[File:Enable.png|64px|link=Enable]]||'''Enable Volume'''||Enable the Trigger or Player Blocking Volume. | ||
+ | |- | ||
+ | |[[File:delete.png|64px|link=Delete]]||'''Delete'''||Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match. | ||
+ | |- | ||
+ | |[[File:set_poi.png|64px|link=Set POI]]||'''Set Point Of Interest'''||Apply a POI icon to the object. | ||
+ | |- | ||
+ | |[[File:remove_poi.png|64px|link=Clear POI]]||'''Clear Points Of Interest'''||Remove any POIs that have been set. | ||
+ | |- | ||
+ | |[[File:hide.png|64px|link=Hide]]||'''Make Visible'''||Make the volume visible to the player. The volume will be transparent. | ||
+ | |- | ||
+ | |[[File:show.png|64px|link=Show]]||'''Make Invisible'''||Make the volume invisible to the player. The volume still functions, just can't be seen. | ||
+ | |- | ||
+ | |[[File:setcolor.png|64px|link=Set Color]]||'''Set Color'''||Set the RGB color value as specified in the input's properties. | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | == Outputs == | ||
{| class="wikitable" style="width: 60%;" | {| class="wikitable" style="width: 60%;" | ||
− | !'''OUTPUTS''' | + | !colspan="3"|'''OUTPUTS''' |
+ | |- | ||
+ | |[[File:onused.png|64px|link=On Used]]||'''On Damaged'''||Will fire anytime the trigger is damaged. | ||
+ | |- | ||
+ | |[[File:onused.png|64px|link=On Used]]||'''On Damage Threshold Reached'''||Will fire once damage threshold has been reached. | ||
|} | |} | ||
− | ;On Damaged | + | == Properties == |
− | + | {| class="wikitable" style="width: 60%;" | |
+ | !colspan="3"|'''PROPERTIES''' | ||
+ | |- | ||
+ | |'''Property'''||'''Type'''||'''Description''' | ||
+ | |- | ||
+ | |'''Name'''||String||The name of this object. Rename an object to make it easy to identify. | ||
+ | |- | ||
+ | |'''Render Model'''||Enum||What render model to use. | ||
+ | |- | ||
+ | |'''Color'''||RGB||The red, green and blue components of the RGB color value. | ||
+ | |- | ||
+ | |'''Custom Filter'''||Grid Picker||Limits who or what can use this object. | ||
+ | |- | ||
+ | |'''Damage Threshold'''||Integer||Amount of damage to take before firing an event. | ||
+ | |- | ||
+ | |'''Reset Damage Threshold'''||Boolean||If true, will start counting damage again once threshold has been reached. | ||
+ | |- | ||
+ | |'''Show on Start'''||Boolean||If true, this object will be visible when the map starts. | ||
+ | |- | ||
+ | |'''Size'''||XYZ Size||The dimensions of the object. | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | == Shootable Cylinder Trigger == | ||
+ | The Shootable Cylinder Trigger will signal its outputs when taking damage. | ||
+ | |||
+ | == Details == | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | |[[File:ShootableTrigger.PNG]]|| | ||
+ | '''Object''': Shootable Trigger | ||
+ | |||
+ | '''Category''': Volumes | ||
+ | |||
+ | |} | ||
+ | |||
+ | == Inputs == | ||
+ | {| class="wikitable" style="width: 60%;" | ||
+ | !colspan="3"|'''INPUTS''' | ||
+ | |- | ||
+ | |[[File:Disable.png|64px|link=Disable]]||'''Disable Volume'''||Disable the Trigger or Player Blocking Volume. | ||
+ | |- | ||
+ | |[[File:Enable.png|64px|link=Enable]]||'''Enable Volume'''||Enable the Trigger or Player Blocking Volume. | ||
+ | |- | ||
+ | |[[File:delete.png|64px|link=Delete]]||'''Delete'''||Delete the object from the map. An object can't reset, respawn or otherwise reappear for the remainder of the match. | ||
+ | |- | ||
+ | |[[File:set_poi.png|64px|link=Set POI]]||'''Set Point Of Interest'''||Apply a POI icon to the object. | ||
+ | |- | ||
+ | |[[File:remove_poi.png|64px|link=Clear POI]]||'''Clear Points Of Interest'''||Remove any POIs that have been set. | ||
+ | |- | ||
+ | |[[File:hide.png|64px|link=Hide]]||'''Make Visible'''||Make the volume visible to the player. The volume will be transparent. | ||
+ | |- | ||
+ | |[[File:show.png|64px|link=Show]]||'''Make Invisible'''||Make the volume invisible to the player. The volume still functions, just can't be seen. | ||
+ | |- | ||
+ | |[[File:setcolor.png|64px|link=Set Color]]||'''Set Color'''||Set the RGB color value as specified in the input's properties. | ||
+ | |} | ||
+ | |||
+ | |||
+ | == Outputs == | ||
+ | {| class="wikitable" style="width: 60%;" | ||
+ | !colspan="3"|'''OUTPUTS''' | ||
+ | |- | ||
+ | |[[File:onused.png|64px|link=On Used]]||'''On Damaged'''||Will fire anytime the trigger is damaged. | ||
+ | |- | ||
+ | |[[File:onused.png|64px|link=On Used]]||'''On Damage Threshold Reached'''||Will fire once damage threshold has been reached. | ||
+ | |} | ||
+ | |||
+ | == Properties == | ||
+ | {| class="wikitable" style="width: 60%;" | ||
+ | !colspan="3"|'''PROPERTIES''' | ||
+ | |- | ||
+ | |'''Property'''||'''Type'''||'''Description''' | ||
+ | |- | ||
+ | |'''Name'''||String||The name of this object. Rename an object to make it easy to identify. | ||
+ | |- | ||
+ | |'''Render Model'''||Enum||What render model to use. | ||
+ | |- | ||
+ | |'''Color'''||RGB||The red, green and blue components of the RGB color value. | ||
+ | |- | ||
+ | |'''Custom Filter'''||Grid Picker||Limits who or what can use this object. | ||
+ | |- | ||
+ | |'''Damage Threshold'''||Integer||Amount of damage to take before firing an event. | ||
+ | |- | ||
+ | |'''Reset Damage Threshold'''||Boolean||If true, will start counting damage again once threshold has been reached. | ||
+ | |- | ||
+ | |'''Show on Start'''||Boolean||If true, this object will be visible when the map starts. | ||
+ | |- | ||
+ | |'''Size'''||XYZ Size||The dimensions of the object. | ||
+ | |} |
Latest revision as of 2016-10-19T12:48:37
Contents
Shootable Box Trigger
The Shootable Box Trigger will signal its outputs when taking damage.
Details
Object: Shootable Trigger Category: Volumes |
Inputs
Outputs
OUTPUTS | ||
---|---|---|
![]() |
On Damaged | Will fire anytime the trigger is damaged. |
![]() |
On Damage Threshold Reached | Will fire once damage threshold has been reached. |
Properties
PROPERTIES | ||
---|---|---|
Property | Type | Description |
Name | String | The name of this object. Rename an object to make it easy to identify. |
Render Model | Enum | What render model to use. |
Color | RGB | The red, green and blue components of the RGB color value. |
Custom Filter | Grid Picker | Limits who or what can use this object. |
Damage Threshold | Integer | Amount of damage to take before firing an event. |
Reset Damage Threshold | Boolean | If true, will start counting damage again once threshold has been reached. |
Show on Start | Boolean | If true, this object will be visible when the map starts. |
Size | XYZ Size | The dimensions of the object. |
Shootable Cylinder Trigger
The Shootable Cylinder Trigger will signal its outputs when taking damage.
Details
Object: Shootable Trigger Category: Volumes |
Inputs
Outputs
OUTPUTS | ||
---|---|---|
![]() |
On Damaged | Will fire anytime the trigger is damaged. |
![]() |
On Damage Threshold Reached | Will fire once damage threshold has been reached. |
Properties
PROPERTIES | ||
---|---|---|
Property | Type | Description |
Name | String | The name of this object. Rename an object to make it easy to identify. |
Render Model | Enum | What render model to use. |
Color | RGB | The red, green and blue components of the RGB color value. |
Custom Filter | Grid Picker | Limits who or what can use this object. |
Damage Threshold | Integer | Amount of damage to take before firing an event. |
Reset Damage Threshold | Boolean | If true, will start counting damage again once threshold has been reached. |
Show on Start | Boolean | If true, this object will be visible when the map starts. |
Size | XYZ Size | The dimensions of the object. |