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Triggers

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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

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.


(Note: When the Box Trigger is set to a large area, only a small area in the trigger can be activated. The active area is limited to 520 Depth, 500 Width, and any Height. A bug fix is coming in a future update.)


Cylinder Trigger

The Cylinder Trigger will signal its outputs when a player or demon enters the bounding.

Inputs

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

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.