Respawn
character 'A' at a random point in region 'B'
Yex wrote:This trigger action does exactly like how it does when you die in deathmatch or team deathmatch in multiplayer you respawn after a delay when your screen fades but this is used for a specific character and is at a random point in region and using this trigger action it'll execute the respawn just like that even if the character is alive that is which is why it's best to execute this trigger after a character has died if you want that, I also may need this if I ever plan to make Single Player Deathmatch 2 the sequel with more options and stuff if I ever plan to make one that is.
Respawn
character 'A' at the centre of region 'B'
Yex wrote:Similar to the above trigger action except it's for the centre of region just in case if people wanted the centre of region instead of random point that is.
Multiply respawn speed
character 'A' with the respawn speed multiplier to value 'B'
Yex wrote:This is trigger action to individually modify each character respawn speed multiplier instead of globally that is and is also combined with the two other trigger actions above which will modify how fast or how slow the respawn delay is going to be that is.
Set
AI character 'A' movement factor to value 'B'
Yex wrote:The value that is set to will change how often the AI will move around in terms of investigating behaviour mode or other behaviours that is.
Set
AI character 'A' bravery factor to value 'B'
Yex wrote:The value that is set will change if let's say we have a tank enemy who uses swords, well because of PB2 logic we know that the enemy who uses swords and has a high hit points will flee the combat area due to his bravery factor, so instead we may need a way to customize AI so that we can have zombies who will not flee from combat regardless if it were two enemies or more based on factor, negative numbers makes it want to stay away more I guess which is perfect for civilians I guess so?
Set
AI character 'A' shooting factor to value 'B'
Yex wrote:The value that is set to will change how often the AI will shoot in terms of combat against enemy or player. Negative numbers will most likely make the AI hold it's fire at all times, this may include swords as well.
Set
AI character 'A' aim factor to value 'B'
Yex wrote:The value that is set to will change how often the AI will aim in terms of combat as well as accuracy that is. Very high numbers may make the AI become very aimbot that is.
Set
AI character 'A' camp factor to value 'B'
Yex wrote:The value that is set to will change how often the AI will camp which would mean how often will AI stay in one spot that is and perhaps how long perhaps?
Set
AI character 'A' reaction factor to value 'B'
Yex wrote:The value that is set to will change how fast the AI will react to all kinds of things that is considered reacting that is.
Set
AI character 'A' dodge factor to value 'B'
Yex wrote:The value that is set to will change how fast the AI will dodge enemy shots that is and perhaps other things that require dodging.
Set
AI character 'A' aggressive factor to value 'B'
Yex wrote:The value that is set to will change how aggressive the AI will be such as shooting more angerly or something like that, I don't know.
Set
AI character 'A' help factor to value 'B'
Yex wrote:The value that is set to will change how helpful the AI will be in terms of combat, for example let's say player got shot and died and the AI has the defibrillator or medic pistol so based on the value the AI will either more likely sacrifice itself to save the player by focusing more on dead teammates or simply ignore them or until the threat has been neutralized, useful for medic teammates that is.
Set
AI character 'A' focus factor to value 'B'
Yex wrote:The value that is set to will change how focus AI is based on factor that is how well it will focus on enemies, example let's say there were two enemies and the AI has either to focus on one of them and neutralize one of them or tries to focus on more and neutralize both that is.
Change dying state of
character 'A' to value 'B'
Yex wrote:We all know the default value for dying state is 30, but what if we want to change that? Well now we can with this trigger action and now we can have no dying state which is 0 or less such as negative numbers for a specific character that is or we can have a weak character whose dying state is 100 or more. Perhaps perfect for balancing both low hit points and high hit points enemies or characters that is perhaps?
Allow/disallow 'B' projectiles to pass through
movable 'A'
Yex wrote:So in case of many things like the borders of the map or if we wanted a platform that allows pass through projectiles.
Allow/disallow 'B' weapons to pass through
movable 'A'
Yex wrote:Similar to the above one, but for the weapons/guns in case you want it, perhaps to prevent players from grabbing something beforehand or perhaps making platforms or bridges that just allows pass through.
Allow/disallow 'B' vehicles to pass through
movable 'A'
Yex wrote:In case if you wanted to like have vehicles fall through platforms or other custom decorations.
Allow/disallow 'B' characters to pass through
movable 'A'
Yex wrote:In case of making platforms or custom decorations.
Allow/disallow 'B' ragdolls to pass through
movable 'A'
Yex wrote:This one is similar to the one above but only allows dead entities to pass through if allowed.
Allow/disallow 'B' barrels to pass through
movable 'A'
Yex wrote:Let's barrels fall through movable or custom decoration that is.
Var > Set character 'A' max hit points and minimum hit points to value of variable 'B'
Yex wrote:So that it's possible to make a sufficient wave round with endless enemies where the higher the level or wave the harder the enemies with their hit points and many other things that wouldn't be possible without this.
Var > Set character 'A' minimum hit points to value of variable 'B'
Yex wrote:In case if needed a minimum only.
Var > Set character 'A' max hit points to value of variable 'B'
Yex wrote:In case if needed a max only.
Region > Move region 'A' to camera of player 'B'
Yex wrote:This is so that we can have a region following player's camera which is cursor and the player somewhere in between. Useful for many things that wouldn't necessarily possible without this trigger action.
Region > Move region 'A' to player-initiator's camera
Yex wrote:Similar to the above one but for player-initiator.
Character > Set character 'A' stability multiplier to value 'B'
Yex wrote:Changes how often character goes into ragdoll mode essentially and a lot more stable form of that then using pusher negative stability damage which makes characters kinda buggy but cool but are not stable. With this trigger action it'll be a stable version and also a multiplier just like the jump one but for stability where you can easily have high mobility movement without falling over and stuff and more immune to rockets/energy which deal massive knockback due to high mobility but if stability multiplier is much higher it would mean the character is less likely to lose stability meaning that rockets/energy won't deal massive knockback due to that in which case Android SLC-56 don't have hence they dealt massive knockback, would be cooler to have a heavy version which is only present in PB2.5/3 of that Android in Eric's spoiler image.
Utility > Set background 'A' base noise to yes/no 'B'
Yex wrote:I know there's an engine mark for this but I feel like it should be a specific addon to backgrounds just like attach to, draw in front but a base noise and also change the engine mark version of this into sky noise which mutes sky noise and not background noise as this utility would be just like the attach to, draw in front but only enables/disables base noise for a specific background you set it on. Engine mark sky noise will simply mute sky noise and not base noises, also perfect for space theme maps as it makes no sense to have wind sounds in space also implies the firing sounds of weapons too but I won't get to that since air/wind doesn't exist in space is the first problem reality logic which I feel like should be easily fixed then other sounds.
Environment > Set custom image 'A' for sky
Yex wrote:I noticed that using custom images in backgrounds and setting their offsets to 1000000000 will add a sky effect to that background, however it has a problem, due to different screen settings it kinda messes it up making the sky image on background look weird due to sky image only going from 800x400px due to PB2 camera however when screen settings are different it messes up the sky image making it look weird, so this trigger action would fix that problem and make it not a problem no more and perfect for setting any sky image for sky.
Utility > Set background 'A' image fit to scale of background
Yex wrote:This is a feature just like the attach to, spawn shadows, draw in front except this feature does something else and that is fit image of background to the scale of background which does just that basically changes the pattern type into a fit type which stops the background from repeating the pattern of the image and instead scales it to make it fit on the scale of the background.
Utility > Attach water area 'A' to movable 'B'
Yex wrote:Just like backgrounds and decorations and many other things have attach to feature, I was wondering if it's possible to have water area be attach to movable just like the others?
Utility > Attach light 'A' to movable 'B'
Yex wrote:Same as above but for lights and I wonder if it's possible for lights to be attached to movable?
Gun > Call trigger 'A' when gun 'B' is holstered
I think I ran out of ideas.