【MegaThread V3】Submit your trigger ideas!

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【MegaThread V3】Submit your trigger ideas!

Postby yi en » 1 February 2020, 07:11

ahem. Since the new forum is removed, by far all of our trigger list idea (collab with silverteen) was lost. Completely.
So, I think it's a high time to bring this megathread back if we really need to, right? :D

P.S. I had used wayback machines for few years just to find that specific megathread back, but it doesn't save that thing. *sighs*



.: MegaList of trigger action ideas :.
"which, add your small idea here, so I can add the wishlist right away :)"
"this time, we had added status that the trigger is added/possible to achieve/depending."


Current add list:

Added:
Utility > Grouping movables and regions
Spoiler: Show More
alexwang32 wrote:As map makers we tend to find linking movables to regions through triggers very tedious, especially when you have complex objects. I have so much respect for the guy who made Word War II, his tanks and helicopters contain many parts.
Simple way to solve this is by adding a group/merge feature, one and fuse two objects of the same type into one, creating new shapes rather just rectangles.
Dunno if it's gonna be easy to implement.

Yes, it had been added. Ideas become reality and thus moved to added list.




Already possible list:
Trigger execution > Execute Trigger A when difficulty A is set
Spoiler: Show More
ustopable wrote: i always want to know how did Eric Gurt pull out a trigger in Level 28 wherein in hard difficulty or impossible the civil security have Shield Nade
Reason: Already possible with help of vars, and you can execute that trigger using variations detect.




Wishlist:
Character > Restore Health by amount A to character
Spoiler: Show More
ustopable wrote:Well you know we have triggers about that but it does not restore health instead automatically sets your health to amount A also setting it in negative reduce your health

Character > Toggle Character 'A' to prevent dropping their guns on death with value/variable 'B'
Spoiler: Show More
shadowysn wrote:(Toggle character from dropping all their weapons or keeping them latched on.
0 = Drop all weapons.
1 = Don't drop weapons.)

Character > Swap character control between player 'A' and player 'B' (multiplayer)
Spoiler: Show More
shadowysn wrote:Acts as if you send 2 seperate actions of the first action onto two players, with the chosen character being each-other.

Character > Switch player 'B' control to Character 'A' (if singleplayer, variable 'B' is not necessary.)
Spoiler: Show More
shadowysn wrote:Switch Player 'B' (or just the player in singleplayer) control from original character to Character 'A'.

Character > Force player to switch active Character if Casual Mode is on. (singleplayer)
Spoiler: Show More
shadowysn wrote:Essentially forces player to switch active hero.

Character > Set collision of Team "A" to value "B".
Spoiler: Show More
TheGhostSniper wrote:2 teams who had same value will collide together. That's what I would like to see.

Character > Set team 'A' and team 'B' to placeholder of red team and blue team respectively.
Spoiler: Show More
Buzzard 1 wrote:TDM should also be compatible for other teams, not just Red Team and Blue, we should able to utilize other team numbers such as Black or White Team for the matches if Eric decides to make skins for those other colored teams.

Character > Teleport all team 'A' to region 'B'
Spoiler: Show More
JDeck wrote:-nothing description added here-

Character > Set character "A" invisibility value to "B"
Spoiler: Show More
thetoppestkek wrote:0 for deactivation, 0.5 for half-invisible. 1 and above makes character transparent.

Character > Switch player-initiator control to Character 'A' (multiplayer)
Spoiler: Show More
shadowysn wrote:Player-initiator version of first action.
God, the current way the triggers and actions are handled is really clustered and bloated.
I could wish for something like [url="https://developer.valvesoftware.com/wiki/Inputs_and_Outputs"]Valve's Source Engine I/O System[/url]:
Code: Select all
#player*1
Squad: der-player-squadd (squads are independent of teams; a squad can have members from three different teams)
Output [
- OnDeath > Target Entity: !self > Input: DamageBodyPart > Parameters: head, 1000 > Delay: 0
- OnDeath > Target Entity: !self > Input: TextChat > Parameters: "i an deab" > Delay: 0
]
#region*34
Touch Filter: Player, NPC
Needs All Squad Members of Character: 0
Output [
- OnTrigger > Target Entity: !activator > Input: SetTeam > Parameters: Terrorists > Delay: 0.25
- OnTrigger > Target Entity: !activator > Input: SetHealth > Parameters: 0 > Delay: 1
- OnTrigger > Target Entity: !game > Input: TextChat > Parameters: "Stop watching TV, it makes you become a terrorist and murders you.", #FFFFFF > Delay: 1.5
]


Gun > Limit gun 'A' usable for team 'B' only
Spoiler: Show More
JDeck wrote:For some awkward reasons, guns should be able to switch teams so it can make some new playstyle, new strategy and some good payout when they killed a guy who has OP weapons, and those weapons owner switched. That's a lot of fun.

Gun > Disallow equipment of gun a to character b
Spoiler: Show More
ustopable wrote: hmm do you know the trick where you will kinetic module your ally weapon then giving it to your own while you leave your ally weaponless except for swords

Gun > Change upgrade level of gun "A" to level "B".
Spoiler: Show More
TheGhostSniper wrote:For visual effects, by now.

Gun > Respawn all the guns located in region 'A'
Spoiler: Show More
darkstar 1 wrote:It would be good if a gun lost in the end of the map (the strange black thing that kills you) respawns at the location it was in the begin of the game.

Gun > Change gun 'A' bullet life to value 'B'
Spoiler: Show More
woahz wrote:It would suck if each gun have modified bullet life but can't edit them 1 by 1.

Gun > Change grenade travel speed
Spoiler: Show More
woahz wrote:so you can have grenades travel slowly in air.

Gun > Call trigger 'B' when gun 'A' reloaded.
Spoiler: Show More
jeje52 wrote:This would be useful with custom guns to play reload sound or change gun model.

Gun > Disable character 'A' from switching any gun / gun 'B'
Spoiler: Show More
Sgt dwayne wrote:can we add another trigger function about guns or characters, it will disable the character from switching any gun or a specific gun

Gun > Color guns that forced only for team 'A' guns to their team.
Spoiler: Show More
Fordex wrote:NOT FOR SINGLEPLAYER. If guns only for team black it colors black,if green then colors to green and etc.

Gun > Copy gun 'A' and give it to all players from team 'B' during respawn.
Spoiler: Show More
Fordex wrote:Copying gun and gives to alll players from team during respawn.For ex.: copying cs-bng and set 'B' to for example team Gamma,all players from Gamma during respawn getting this gun.

Trigger > Call trigger A when person B kills a character/player
Spoiler: Show More
darkstar1 wrote:calls a trigger when the player kill somebody

Trigger > Call trigger 'A' when a movable is located in a random place in region 'B'
Spoiler: Show More
Calls a trigger when a movable comes/appears in a region.

Interface > Let character A say text B
Spoiler: Show More
A text comes above the character and in the game chat.

Region > Teleport all guns from Region "A" to Region "B"
Spoiler: Show More
For gun gathering prevents or somewhere else to void the weapons?

Region > Spawn bullet which matches with gun 'A' in region 'B'
Spoiler: Show More
You know the reason. Turrets. Traps.

Region > Change region 'A' speed to value 'B'
Spoiler: Show More
woahz wrote:regions currently move super fast, an option to change this would be nice, even if you can attach regions to movables as of now.

Region > Move region 'A' to gun 'B'.
Spoiler: Show More
jeje52 wrote:This would finally make it possible to track the location of guns. It could also be used to teleport guns whenever they go out of bounds.

Region > Move region 'A' to player 'B' head.
Spoiler: Show More
jeje52 wrote:This would make it possible to accurately calculate the exact center and orientation of the player.

Gameplay > Limit player 'A' to carry weapons count 'B'
Spoiler: Show More
maxim12 wrote:So Player will not get too many weapons and makes some unrealistic OP moments.

Gameplay > Force a victory for team "A" and restart the game.(Coop only.)
Spoiler: Show More
JDeck wrote:That's because, some gameplay doesn't even needed to kill all other teams in order to win a game. How about announcing a specific team wins without had to put every team else into acid/void/crushing door?

Gameplay > Set max pickable 'B' type nades to 'A'
Spoiler: Show More
evgeniy74 wrote: Set max pickable grenades value to 'A'

Gameplay > Randomly balancing players in 2 teams 'A' and 'B'
Spoiler: Show More
mingo1 wrote:Although it is possible to do in vars, but surely it doesn't random enough/too complicated while it's vital to make the match balance and fair.

Gameplay > Set the disabling/enabling of the use-age of defibrillators for team "A"
Spoiler: Show More
JDeck wrote:Basically it justs disable/enable the usage of defib for a team only.The rest of the teams wont be affected.

Gameplay > -Allow or disallow usage of swords by Team/Character "A".
Spoiler: Show More
TheGhostSniper wrote:take an example, it we have civilian who is totally unarmed, but unable to disable their sword individually. That would suck though.

Gameplay > Change hit detection to old or new system
Spoiler: Show More
woahz wrote:so you don't have to use old multiplayer which has no players online 95% of the time

Gameplay > change health bar color for character 'A' to hex color 'B'.
Spoiler: Show More
Fordex wrote:Write hex color and health bar color sets to hex color you entered.

To increase it's usage, I added player 'A' to color 'B' for individuals, if we let's say change everyone bar color, engine marks are usable. I guess this feature will only get introduced when PB2.5 is out.

Var > Set boolean of var 'A' to true if Character 'B' current health is below specific value 'C'
Spoiler: Show More
ustopable wrote:Useful for boss fights.
For some reasons, trigger haven't been added at 3 action types yet. So I am hoping that. But I guess somehow it is possible to do it using math vars?

Var > Replace variables in string-value of variable 'B' with corresponding values and save result to variable 'A'.
Spoiler: Show More
jeje52 wrote:Basically the replace action, but it can be used to replace variables in a variable. This would make it possible to replace values, for example in commands. It may be hard to understand the explanation of this and the existing action, but it basically replaces variables like the text trigger action does and saves it to a variable.

Var > Rename variable with name 'A' to string-value of variable 'B'.
Spoiler: Show More
jeje52 wrote:This could be used with the action above to replace values that aren't always the same, like names or numbers.

Var > Rename variable with name of string-value of variable 'A' to string-value of variable 'B'.
Spoiler: Show More
jeje52 wrote:Same as above, but you can reset it if you rename it to a name or number.

Utility > Attach/Detach Object 'A' to Object 'B'
Spoiler: Show More
kabo wrote:Attaching objects with others is something we often need as settings more than triggers, as it will be more effective and comfortable. Not to mention that attaching using triggers is restricted, we can't attach everything with anything. Such as attaching pushers and decors with doors and regions. The point is not in making it, but in making it easier.

Water > Move water 'A' to region 'B'
Spoiler: Show More
darkstar 1 wrote:moves the water area to the region.

Vehicle > Change name of vehicle "A" to "B".
Spoiler: Show More
TheGhostSniper wrote:If character names is able to added, why not vehicles?

Vehicle > Activate/Deactivate ejection for vehicle "A"
Spoiler: Show More
thetoppestkek wrote:this means the pilot will/won't exit the vehicle once it runs out of hitpoints

Barrel > change barrel 'A' Hex color to 'B'
Spoiler: Show More
yi en wrote:not sure why we need to add this though, specially just right after I announced my trigger arranging ideas. uh.

Barrel > Change barrel 'A' health to value 'B'
Spoiler: Show More
woahz wrote:In some reason, we need to apply hp values to barrels.

Background > Change background colour to hex value 'A'
Spoiler: Show More
woahz wrote:Self explaintory.

Light > Change color of light 'A' to 'B'
Spoiler: Show More
Fordex wrote:Write hex color and light 'A' changes color to hex color you entered



Misc but still on topic:
Interface Rework: make the text supportable with BBcode or even better, Json code.
Spoiler: Show More
jeje52 wrote:Change the text trigger action so that it would accept color codes. For example: "[#0080BF]hello[/#0080BF] everyone" would show up as "hello everyone"

or even better, how about make them support json code format?

Trigger Rework: enables 3 action type per trigger action.
Spoiler: Show More
yi en wrote:ok hold on... before you are going to say something which as "you are being greedy for that, but this is really important to have 3 action type for standalized uses.
how would map developers used them? For me, we can easier to manage and get faster response to know which action type refers to which, and it's useful and easier to learn for beginners.
Action A: The objective
Action B: The target
Action C: The value/var tags
by those things are standalized, we can save a lot of repeated trigger type and get the things cleaner.
Such as, I can move a door to region B using specific speed. If you want to keep it same speed you can just ignore it at action C, or you can support the door speed using just values or vars. It can make linearly increasing door speed type or something else. As short, make the actions lesser and easier to understand, fully supported vars.
Last edited by yi en on 16 February 2020, 11:17, edited 7 times in total.
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby woahz » 2 February 2020, 00:19

Some new trigger ideas
- Gameplay > Change hit detection to old or new system (so you don't have to use old multiplayer which has no players online 95% of the time)
- Gun > Change grenade travel speed (so you can have grenades travel slowly in air)
- Region > Change region 'A' speed to value 'B' (regions currently move super fast, an option to change this would be nice, even if you can attach regions to movables as of now)
- Barrel > Change barrel 'A' health to value 'B'
- Gun > Change gun 'A' bullet life to value 'B'
- Background > Change background colour to hex value 'A'
- Joke > fix double messages bug


i know this isn't a trigger idea, but i'm posting it here anyway because it's really important
Two new background ideas:

-Sky background: changes whatever background it is on top of into sky (useful for making windows without having to make 4 separate backgrounds around a hole)
-Clear background: Changes into whatever hex color you apply to it, so you don't have to use colours that are some shades darker than original to get the actual colour you wanted (due to white background making every hex colour brighter)
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby jeje52 » 2 February 2020, 03:04

Here are some ideas that I think would be very useful to have

Region > Move region 'A' to gun 'B'.
Spoiler: Show More
This would finally make it possible to track the location of guns. It could also be used to teleport guns whenever they go out of bounds.

Region > Move region 'A' to player 'B' head.
Spoiler: Show More
This would make it possible to accurately calculate the exact center and orientation of the player.

Gun > Call trigger 'B' when gun 'A' reloaded.
Spoiler: Show More
This would be useful with custom guns to play reload sound or change gun model.

Interface? > The possibility to make multi-colored text.
Spoiler: Show More
Change the text trigger action so that it would accept color codes. For example: "[#0080BF]hello[/#0080BF] everyone" would show up as "hello everyone"

Var > Replace variables in string-value of variable 'B' with corresponding values and save result to variable 'A'.
Spoiler: Show More
Basically the replace action, but it can be used to replace variables in a variable. This would make it possible to replace values, for example in commands. It may be hard to understand the explanation of this and the existing action, but it basically replaces variables like the text trigger action does and saves it to a variable.

Var > Rename variable with name 'A' to string-value of variable 'B'.
Spoiler: Show More
This could be used with the action above to replace values that aren't always the same, like names or numbers.

Var > Rename variable with name of string-value of variable 'A' to string-value of variable 'B'.
Spoiler: Show More
Same as above, but you can reset it if you rename it to a name or number.


Now some other things I can't put in a category

Lists. A list would contain multiple values that can be easily accessed, removed or added. This would be useful because it allows a practically infinite amount of values to be stored conveniently without having to make a bajillion variables. It would allow more things to be done with less work.

Make trigger actions accept variables. You want to change player max hp, gravity, or voice object volume to a variable? You can't do that, though it should by all means be possible.

Reset player values on disconnect. When a player leaves, their slot's login, name or team value never resets. Those values aren't useful anymore, only misleading. This isn't necessarily related to triggers, but it can still mess with them.
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Sgt Dwayne » 2 February 2020, 20:25

From Broforce1:

can we add a new trigger function for the level editor, like for example, add a trigger that will disable the player from
dropping a specific gun, and it appears like this:

Gun > Disallow character 'A' from Dropping Gun 'B'
Gun > Disallow character 'A' from Dropping any gun


another idea:
can we add another trigger function about guns or characters, it will disable the character from switching any gun or a specific gun and it appears like this:

Gun > Disable character 'A' from switching any gun
Gun > Disable character 'A' from switching gun 'B'
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby yi en » 3 February 2020, 12:03

Update line:
The ideas from above are all added in the list. If you want to have some discussion about the ideas, make sure to only quote the list out, then begin your performance.

and I am still finding the V2 of the megathread which had been long gone with new forum ago.
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Fordex » 8 February 2020, 21:22

Team > Force team 'A' win
Spoiler: Show More
Says (Team) win and round ends

Team/Gun > Color guns that forced only for team 'A' guns to their team.
Spoiler: Show More
NOT FOR SINGLEPLAYER.If guns only for team black it colors black,if green then colors to green and etc.

Gameplay > change health bar color to 'A'
Spoiler: Show More
Write hex color and health bar color sets to hex color you entered.

Team > Copy gun 'A' and give it to all players from team 'B' during respawn.
Spoiler: Show More
Copying gun and gives to alll players from team during respawn.For ex.: copying cs-bng and set 'B' to for example team Gamma,all players from Gamma during respawn getting this gun

Light > Change color of light 'A' to 'B'
Spoiler: Show More
Write hex color and light 'A' changes color to hex color you entered

I very hope it will be added in game.
Team category has this color
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Sgt Dwayne » 11 February 2020, 04:04

From shadowysn:

Character > Switch player 'B' control to Character 'A' (if singleplayer, variable 'B' is not necessary.)
(Switch Player 'B' (or just the player in singleplayer) control from original character to Character 'A')

Character > Force player to switch active Character if Casual Mode is on. (singleplayer)
(Essentially forces player to switch active hero.)

Character > Switch player-initiator control to Character 'A' (multiplayer)
(Player-initiator version of first action.
God, the current way the triggers and actions are handled is really clustered and bloated.
I could wish for something like Valve's Source Engine I/O System: https://developer.valvesoftware.com/wik ... nd_Outputs

#player*1
Squad: der-player-squadd (squads are independent of teams; a squad can have members from three different teams)
Output [
- OnDeath > Target Entity: !self > Input: DamageBodyPart > Parameters: head, 1000 > Delay: 0
- OnDeath > Target Entity: !self > Input: TextChat > Parameters: "i an deab" > Delay: 0
]
#region*34
Touch Filter: Player, NPC
Needs All Squad Members of Character: 0
Output [
- OnTrigger > Target Entity: !activator > Input: SetTeam > Parameters: Terrorists > Delay: 0.25
- OnTrigger > Target Entity: !activator > Input: SetHealth > Parameters: 0 > Delay: 1
- OnTrigger > Target Entity: !game > Input: TextChat > Parameters: "Stop watching TV, it makes you become a terrorist and murders you.", #FFFFFF > Delay: 1.5
]

)


Character > Swap character control between player 'A' and player 'B' (multiplayer)
(Acts as if you send 2 seperate actions of the first action onto two players, with the chosen character being each-other.)

Character > Toggle Character 'A' to prevent dropping their guns on death with value/variable 'B'
(Toggle character from dropping all their weapons or keeping them latched on.
0 = Drop all weapons.
1 = Don't drop weapons.)
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby yi en » 11 February 2020, 10:16

Update line:
Thanks Sgt Dwayne to help me merge his topic into this megathread.
Also, updated list.

Fordex wrote:Team > Force team 'A' win
Spoiler: Show More
Says (Team) win and round ends


this is as same as the list below:


so I didn't add it :)
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Fordex » 12 February 2020, 13:45

yi en wrote:Update line:
Thanks Sgt Dwayne to help me merge his topic into this megathread.
Also, updated list.

Fordex wrote:Team > Force team 'A' win
Spoiler: Show More
Says (Team) win and round ends


this is as same as the list below:


so I didn't add it :)

But its only 1 trigger option,you can add other trigger options from me
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby yi en » 13 February 2020, 11:10

Fordex wrote:
yi en wrote:Update line:
Thanks Sgt Dwayne to help me merge his topic into this megathread.
Also, updated list.

Fordex wrote:Team > Force team 'A' win
Spoiler: Show More
Says (Team) win and round ends


this is as same as the list below:


so I didn't add it :)

But its only 1 trigger option,you can add other trigger options from me


I just didn't add that triggers actions above, but the others, I had already added it, like scattered through the groups.
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Fordex » 18 February 2020, 17:31

Gameplay > Team character 'A' with character 'B' (For DM)
Spoiler: Show More
Same as teaming in DM but now some players will have team in DM,i mean allies.

Region > Activate trigger setted in region 'A' when player from team 'B' entered
Spoiler: Show More
Example: Region#1.Activation trigger#1.If set 'B' to Sigma for example,it will ignore all activation ways except when player from team Sigma entered region.

joke > combine 'A' player and 'B' player into 1 player
Decoration > Force decoration 'A' be Enemy with gun 'B'
Spoiler: Show More
Spawn invisible enemy with decoration atached to him body with gun

Decoration > Force decoration 'A' to be Ally with gun 'B'
Spoiler: Show More
Spawns invisible ally that follow you with decoration atached to him body with gun

Region > spawn water splash effect at region 'A'
Spoiler: Show More
Spawns thing wut spawns near character when char in water

Region > spawn water burst effect at region 'A'
Spoiler: Show More
Spawns no damage burst,useful for troll maps

Region > spawn blood effect at region 'A'
Spoiler: Show More
Spawns blood.Make activate same timer to make river of blood
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