Trigger event

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But structure of event is same all the time.
 
But structure of event is same all the time.
  
===== Call event takes input =====
+
'''Call event takes input'''
  
 
* activator entity - who lets event go
 
* activator entity - who lets event go

Revision as of 01:13, 3 July 2012

Call event is most useful event.

It happens when trigger get touched, on monster dies, each object can have it's own behavior and launch call even under it's own circumstances.

But structure of event is same all the time.

Call event takes input

  • activator entity - who lets event go
  • call entity - entity call is being processed on
  • call parameters - instructions for call event, fetched from "targetparm" field of call entity.

After input got fetches,

  • "nocall" parameter breaks call event
  • If targetparm not begins with "select", "SELECT TARGETS;" is automatically added
  • Empty targetparm defaults to "select targets;call"

SELECT / ADD

Starts and expands selection of entities, which will be called.

  • SELECT TARGETS - select entity to which i'm targeted
  • SELECT TARGETERS - select entities which are targeted to me
  • SELECT BYID id1 id2 id3 ... idX - select entities by their save id's
  • SELECT BYTARGETNAME targetname1 targetname2 ... targetnameX - select entities by their save id's

INFOPORTION

Manipulate infoportions on activator.

  • INFOPORTION SET infoportion - adds/update infoportion
  • INFOPORTION DEL infoportion - delete infoportion
  • INFOPORTION INC infoportion [increase_by] - increase infoportion value by 1 or by custom value (of presented)
  • INFOPORTION DEC infoportion [decrease_by] - increase infoportion value by 1 or by custom value (of presented)

[mask:]action

Call all selected entities with parameter.

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