Some trigger ideas for pb2.5

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Some trigger ideas for pb2.5

Postby darkstar 1 » 27 March 2017, 17:41

Some trigger ideas for pb2.5

- 'Continue trigger actions/call trigger 'A' if door/background/wall/... 'B' touches an object with the same colour.'
- 'Continue trigger actions if door/background/wall/... 'A' touches an object with colour 'B''
- 'Continue trigger actions if object(s) with colour 'A' are located in region 'B''

- 'Show text/hint 'A' to player 'B' only.'
- 'Show text/hint 'A' to team 'B' only.'

(Objects are: Walls/movables/backgrounds/(groups of movables,...)/regions/pushers/...)
- 'Turn object 'A' 'B' degrees right with object's current speed'
- 'Turn object 'A' 'B' degrees left with object's current speed'
- 'Let top of object 'A' face to the middle point of region 'B' with object's current speed (shortest turning distance)'
(This will draw a non-visible line throught the middle of the top and bottom of an object and turn the objec untill the line touches the middle point of the region)


- 'Change to map with ID 'A' and keep variable values from current map (if variables have the same name as in current map)'
(Every variable in map 2 that has the same name as the variables in map 1 will keep its value)
- 'Change to map with ID 'A' and keep value of variable 'B' (if variable has the same names as in current map)

- 'Change movable 'A''s depth (Z-coordinates) to value 'B''
- 'Change movable 'A''s Z position to value 'B''


- 'Show text 'A' for player/team 'B''
- 'Show hint 'A' for player/team 'B''
Last edited by darkstar 1 on 29 March 2017, 12:46, edited 1 time in total.



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Re: Some trigger ideas for pb2.5

Postby mrnat444 » 29 March 2017, 01:30

I already posted all my trigger action ideas on another one of Darkstar's trigger action posts, but I'll post them here anyway : P

- Change gun A projectiles to B (this would combine all the current trigger action types which do this, and use a drop down list. It would also contain other projectiles like bugs, or plasma blasts)
- Play sound A at the center of region B (another improvement on current action types)
- Make slicing damage at region B with power of A hitpoints
- Make X speed at region A
- Make Y speed at region B
- Move region A to gun B
- Move region A to player B's cursor
- Change gun A to gun B
- Change gun A fire rate to B
- Clone gun A at the centre of region B (keeps modifications)
- Call trigger A when B key is pressed on keyboard
- Continue execution of this trigger only if player A is pressing key B on keyboard
- Change all players in region A to skin B
- Set disabling of PSI swords of character A to B
- Change gun A bullet speed value to B
- Change gun A bullet penetration factor to B
- Change gun A max bullet life value to B
- Zoom game camera for player A to B % (percents)
- Call trigger A when trigger B runs out of calls
- Call trigger A when character B look on right side of screen
- Call trigger A when character B looks on left side of screen
- Call trigger B when character A takes damage
- Change game speed to value of variable A
- Clone all objects located at region A in region B (does not include static objects like walls or backgrounds)
- Multiply X speed of characters in region A
- Multiply Y speed of characters in region B
- Send private message in chat of A to player B (same as Darkstar's idea, but the HEX color code is used before the text in parameter A, unless more parameters for triggers are added)
- Set disabling of timeslow to A (not for multiplayer)
- Set timeslow bar for player A to parameter B (shows/hides timeslow bar)
- Set timeslow bar for player A to value B
- Set timeslow bar for player A to value of variable B
- Set value of variable A to value of player B timeslow bar
- Skip next trigger action if tracing from center of region A to center of region B is possible
- Skip next trigger action if tracing from center of region A to center of region B is impossible
- Multiply gun A speed by value B
- Aim gun A at region B
- Set gun A to side B
- Flip gun A
- Set shoot action on gun A
- Send private hint message A to player B
- Set visibility of movable A to B
- Change region A to activate trigger B
- Move region A to head of character B
- Move region A to arms of character B
- Move region A to body of character B
- Move region A to legs of character B
- Set value of variable A to current max hitpoints value of player B
- Set player A hitpoints to value of variable B
- Move region A relative to current position along X by value of variable B
- Move region A relative to current position along Y by value of variable B
- End mission and bring player to custom campaign level selection
- Set this map to level A in custom campaign level selection
- Move decoration A to region B
- Heal barrel A
- Continue execution of this trigger only if player A is holding gun B
- Continue execution of this trigger only if player A is not holding gun B
- Continue execution of this trigger only if player A has gun B in inventory
- Continue execution of this trigger only if player A does not have gun B in inventory
- Call trigger A when gun B is held
- Set value of variable A to current damage taken by player B (basically how many hitpoints their current health is from their current max health)
- Set movable A speed to value of variable B
- Set movable A length to value B
- Set movable A height to value B
- Change water color to HEX color code A
- Change name of water to A
- Change acid color to HEX color code A
- Change name of acid to A
- Change character A X speed to B
- Change character A Y speed to B
- Multiply X speed of character A by value B
- Multiply Y speed of character A by value B

I will probably add more later.
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