Trigger event
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Trigger event (verb '''''to trigger''''') is most useful event. It allows interaction between many game objects. | Trigger event (verb '''''to trigger''''') is most useful event. It allows interaction between many game objects. | ||
− | Many entities can trigger other entities, or be triggered. For example you could open and close a door with a button, so here the button triggers the door. You could also move a floor when player touches some area. | + | Many entities can trigger other entities, or be triggered. For example you could open and close a door with a button, so here the button triggers the door. You could also move a floor when player touches some area. Not only buttons can trigger things, for example enemy could open a door when dies. |
− | Not only buttons can trigger things, for example enemy could open a door when dies. | + | |
=== Event input === | === Event input === |
Revision as of 00:31, 17 July 2012
Trigger event (verb to trigger) is most useful event. It allows interaction between many game objects.
Many entities can trigger other entities, or be triggered. For example you could open and close a door with a button, so here the button triggers the door. You could also move a floor when player touches some area. Not only buttons can trigger things, for example enemy could open a door when dies.
Event input
- self - entity trigger event is being processed on
- activator - who lets event go (usually player)
- parameters - instructions for trigger event, fetched from "targetparm" field of self.
Event rules
- Instructions are case insensative
- ';' is the separator between instructions
- If trigger instructions not begin with "SELECT " - "SELECT TARGETS;" is automatically added
- Empty instructions defaults to "SELECT TARGETS;CALL"
Instructions
Order | Syntax | Description |
---|---|---|
1 | SELECT/ADD | Starts (select) and expands (add) selection of entities, which will be called.
|
2 | INFOPORTION <OPERATOR> | Manipulate infoportions on activator.
|
3 | CALL | This triggers all selected entities with their default action.
Can prefix this instruction with <classname:>. In this case trigger event will only be processed on entities with matching class name. Examples: select targets;effect_light:call select byid 145;call |
4 | <CUSTOM ACTION> | One of object's supported custom trigger actions. Classname filter is supported.
Examples: select targets;effect_light:on select byid 145;trigger_puzzle:toggle 2 1 3 |
5 | BREAK or NOCALL | Immediately exit trigger event. |
Event keys
Trigger event have general keys that is used for it.
Sometimes this keys are used by other kind of events too. This special behavior is defined in particular class reference.
Key | Description | Default value |
---|---|---|
Target | target | All entities with matching targetname will be triggered. |
Target parameters | targetparm | When entity is triggered, this is instructions for trigger event (see instructions above); |
Targetname | targetname | Entities with matching target will trigger this entity. |