【MegaThread V3】Submit your trigger ideas!

Give us your feedback about the Level Editor! Or have an idea? Post it here!

【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.'


Code List:
Spoiler: Show More
Code: Select all
Movable      #5f6887
Region      #94a4c1
Vehicle      #efefef
Character   #ac961b
Gravity      #ffff00
Scenario   #ffa500
Gun      #ff214b
Barrel      #e76565
Trigger      #ef51ef
Timer      #d988d9
Decoration   #8080ff
Gravitator Area Field      #2cb3f1
Gameplay   #28c28d
Sound      #00ff00
Interface   #6cff00
Light      #7fff79
Trigger execution   #474b54
Var      #ffffff
Session Var   #aaaaff
URL      #aaffaa
AI      #ffaaaa
Environment   #ffffaa
Text-to-speech   #aaaaaa
Experience   #ffaaff
Engine Mark   #00ffff
Utility      #ffff80


Current add list:

Added:
Utility > Grouping movables and regions
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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.

Character > Inflicts poison character 'A' with power/damage 'B'
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wolf653 wrote:self explanatory it poisons them.

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
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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:
Movable > Change speed of movable 'A' to value of variable 'B'
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Nyove wrote:we have variables, but not all trigger can utilize them

Region > Teleport all guns from Region 'A' to Region 'B'
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For gun gathering prevents or somewhere else to void the weapons?

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

Region > Change region'A' speed to value'B'
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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'.
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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.
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jeje52 wrote:This would make it possible to accurately calculate the exact center and orientation of the player.

Region > Activate trigger setted in region'A' when player from team'B' entered
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Fordex wrote: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.

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

Region > spawn water burst effect at region'A'
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Fordex wrote:Spawns no damage burst,useful for troll maps

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

Region > cause region 'A' to have gravity value 'B'
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wolf653 wrote:good for when you want to have 0 gravity outside of a spaceship but higher gravity in.

Region > damage head/body/legs/arms at region "A" with value "B"
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pb dman wrote:for example if u fall on spikes u can choose to get damaged by legs or body.

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

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

Vehicle > move, rotate and flip Decoration 'A' to the position of vehicle 'B'
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pb dman wrote:same applies to guns. Useful for custom vehicles.

Vehicle > enable/disable regeneration on vehicle "A"
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pb dman wrote:vehicles should be able to regen too!

Character > Add 'A' slot for player 'B'
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Super Bird wrote:For example 11 slots,fast click 1 two times,same with 111 - fast click three times etc.

Character > Restore Health by amount A to character
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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'
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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)
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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.)
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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)
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shadowysn wrote:Essentially forces player to switch active hero.

Character > Set collision of Team 'A' to value 'B'.
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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.
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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'
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JDeck wrote:

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

Character > change health bar color for character'A' to hex color'B'.
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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.

Character > activate ragdoll state 'B' on character 'A'
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pb dman wrote:Although we know that ragdoll state is already possible using pusher trick, but it may be better to have it switched in triggers.

Character > force character 'A' to get to region 'B'
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pb dman wrote:so that AI can heal characters.

Character > force character 'A' to heal character 'B'
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pb dman wrote:the AI will try to find its way to the region.

Character > force character 'A' to heal character's team
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pb dman wrote:so that AI will heal their own team.

Character > force character 'A' to follow character 'B'
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pb dman wrote:the character will follow another character via trigger.

Character > force character 'A' to freeze/unfreeze
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pb dman wrote:the character will be unable to move anywhere.

Character > Toggle character 'A' into dying state
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wolf653 wrote:causes a character to go into dying state regardless of health

Character > Set max hitpoints 'B' to Character 'A' (multiplayer)
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wolf653 wrote:Useful for the armor buff idea

Character > change character 'A' of part model 'B' back into original state
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wolf653 wrote:for example let's say you want to add a armor buff in your map you can change the part back into its original for players with skins

Character > Revive Character 'A' with 'B' HP
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Wolf653 wrote:Although this is already possible with triggers they often ignore body-breaking of essential limbs creating unrealistic moments of some dude's head magically reappearing This is especially apparent in zZninjaZz's series ASR which often has zenomorphs "sleeping" or playing dead to jump unprepared players but if you body-break them they will still come back

Character > Change Character 'A' max HP to 'B'
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Wolf653 wrote:self explanatory it changes the max HP without setting the current HP

Character > Set characters a current and max hp to the value of var b
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Kiriakos Gr96 wrote:

Character > Switch player-initiator control to Character 'A' (multiplayer)
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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
]


Gravity > set gravity for character "A" to value "B"
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pb dman wrote:for example when bigger characters should have less weight so they jump higher.

Gravity > set gravity in region "A" to value "B"
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pb dman wrote:if u want to make a space map where u can float outside of the ship but inside u can't.

Gravity > set gravity on moveable "A" to value "B"
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pb dman wrote:maybe we want falling blocks?

Scenarios > If in coop mode, allows to change the reason 'A' for the end of a round
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Assassino Jack Black wrote:in default is all members of all teams but one being dead, to a custom trigger action that sets what each team must do to win or lose, or draw.
Why? This trigger action(s) would allow by itself infinite diffent gamemodes to be created by the community, the old CTF and CTP that were supposed to be in the game could easily be done, along with so much interesting and unique gamemodes, also with famous ones like Kill Confirmed, Domination, Search and Destroy, etc...

Scenario > End mission with statistics
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Super Bird wrote:Statistics like in campaign.

Gun > Limit gun'A' usable for team'B' only
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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
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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'.
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TheGhostSniper wrote:For visual effects, by now.

Gun > Respawn all the guns located in region'A'
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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'
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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
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woahz wrote:so you can have grenades travel slowly in air.

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

Gun > Set 'A' magazine bullets before reload for 'B' Gun
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Super Bird wrote:Reload system after shooting all bullets

Gun > Change Gun 'A' color to 'B'
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Super Bird wrote:Changing Gun color,B parameter must have hex code

Gun > set gun visibility to 'A' (0..1)
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pb dman wrote:

Gun > set gun 'A' to scale 'B'
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pb dman wrote:

Gun > convert gun 'A' projectiles into defib
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pb dman wrote:

Gun > disallow defib 'A' to heal player 'B'
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pb dman wrote:

Gun > disallow defib 'A' to heal team 'B'
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pb dman wrote:

Gun > allow defib 'A' to heal player 'B'
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pb dman wrote:

Gun > allow defib 'A' to heal team 'B'
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pb dman wrote:

Gun > Disable character 'A' from switching any gun / gun'B'
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[quote='Sgt dwayne']can we add another trigger function about guns or characters, it will disable the character from switching any gun or a specific gun[/quote]

Gun > Color guns that forced only for team'A' guns to their team.
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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.
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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.

Gun > make gun 'A' require energy value 'B' to be used
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wolf653 wrote:this can include PSI blades and it basically allows for "ammo" in multiplayer like a sniper rifle costing energy

Gun > change gun "A" projectile speed to value "B"
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pb dman wrote:honestly i'm surprised this trigger doesn't exist.

Gun > change gun "A" name to value "B"
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pb dman & IsabelleA28 wrote:i dont think there's a way to rename guns so here it is.

Barrel > change barrel'A' Hex color to'B'
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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'
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woahz wrote:In some reason, we need to apply hp values to barrels.

Barrel > Change color of Barrel 'A' to HEX color 'B'
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bob228822 wrote:

Barrel > Call trigger 'B' when Barrel 'A' got damage
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bob228822 wrote:

Barrel > Call trigger 'B' when Barrel 'A' exploded
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bob228822 wrote:

Barrel > Explode all barrels in region 'A' ['B' not used]
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bob228822 wrote:

Barrel > Explode barrel 'A' ['B' not used]
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bob228822 wrote:

Barrel > Change model of Barrel 'A' to model 'B'
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bob228822 wrote:

Barrel > Change Barrel 'A' damage to 'B'
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bob228822 wrote:

Trigger > Call trigger A when person B kills a character/player
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darkstar 1 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'
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Calls a trigger when a movable comes/appears in a region.

Trigger > Set trigger a calls to value of var b
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Kiriakos Gr96 wrote:

Timer > Set timer a delay to value of var b
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Kiriakos Gr96 wrote:

Timer > Set timer a calls to value var b
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Kiriakos Gr96 wrote:

Decoration > Force decoration 'A' be Enemy with gun 'B'
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Fordex wrote:Spawn invisible enemy with decoration atached to him body with gun

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

Decoration > Move decoration 'A' in front/behind the players
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wolf653 wrote:it's annoying to have someone go behind a machine or something

Decoration > replace vehicle 'A' with decoration 'B'
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wolf653 wrote:it's annoying to have FttP drone that can't be used easily

Decoration > Move Decor 'A' to Region 'B'
[spoiler]
Wolf653 wrote:PORTALS

Decoration > atach decoration 'A' to door 'B'
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Super Bird wrote:Ataches decoration to door,dont need flip to normal work.What image - this door.

Decoration > Atach decoration 'A' to Gun 'B' bullet
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Super Bird wrote:Bullet is decoration.

Gravitator Area Field > Move Pushing Area 'A' to Region 'B'
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Wolf653 wrote:yeet someone into the air with your cursor maybe?

Gravitator Area Field > Cause pusher 'A' to damage player limb value 'B'
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wolf653 wrote:useful if you want heads to explode in space or to cut someone's legs off

But I guess masking is now kinda uh... idk?

Gameplay > Limit player'A' to carry weapons count'B'
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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.)
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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'
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evgeniy74 wrote: Set max pickable grenades value to'A'

Gameplay > Set player hitbox damage multiplier to 'A' (Default is 1)
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LCRS wrote:

Gameplay > Randomly balancing players in 2 teams'A' and'B'
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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'
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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'.
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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
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woahz wrote:so you don't have to use old multiplayer which has no players online 95% of the time

Gameplay > Force disable/enable restart on co-op teams
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pb dman wrote: idk what to call this one but it disables the thing that happens when another team of coop dies and the match restarts
restart match (it resets the match)
end match (it ends a match, only map-owner has access to use this.)

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

Gameplay > change strict casual mode status for player "A"
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pb dman wrote:more player specific trigger ideas :/

Gameplay > set game speed to "A" frames per second for player "B"
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pb dman wrote:to make slow motion for certain players only

Gameplay > set game speed to "A" frames per second for player "B"
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pb dman wrote:to make slow motion for certain players only

Gameplay > set disabling of psi sword to value of parameter "A" for player "B"
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pb dman wrote:for example, some players to not be able to fight back with swords but others can.

Gameplay > enable anonymous mode for player "A"
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pb dman wrote:it can act as a mute for maps :)

Gameplay > disable anonymouse mode for player "A"
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pb dman wrote:to unmute as well

Gameplay > set regeneration speed multiplier to value "A" for player "B"
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pb dman wrote:to make other players regenerate slower.

Gameplay > set regeneration delay multiplier to value "A" for player "B"
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pb dman wrote:

Gameplay > set physical player impact damage multiplier for player "A"
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pb dman wrote:perhaps an enemy should be able to absorb damage from falls better than the player.

Gameplay > Set physical player impact damage threshold to "A" for player "B"
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pb dman wrote:

Gameplay > Set self-boost force multiplier to player "A"
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pb dman wrote:

Gameplay > Lock camera at region "A" for player "B"
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pb dman wrote:

Gameplay > Unlock camera from any region for player "A"
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pb dman wrote:

Gameplay > Enable kinetic module for player "A"
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pb dman wrote:

Gameplay > Disable kinetic module for player "A"
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pb dman wrote:

Gameplay > Enable game HUD
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bob228822 wrote:

Gameplay > Disable game HUD
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bob228822 wrote:

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

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

Var > Skip next trigger action if value of variable 'A' has greater value than value 'B'
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LCRS wrote:

Var > Skip next trigger action if value of variable 'A' is less than value 'B'
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LCRS wrote:

Var > Skip next trigger action if value of variable 'A' equals value 'B'
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LCRS wrote:

Var > Set boolean of var'A' to true if Character'B' current health is below specific value'C'
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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 > Change Barrel 'A' damage value to value of variable 'B'
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bob228822 wrote:

Var > Replace variables in string-value of variable'B' with corresponding values and save result to variable'A'.
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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'.
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jeje52 wrote:This could be used with the action above to replace values that aren't always the same, like names or numbers.

Var > rotate decoration 'A' relative of direction to value 'B'
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pb dman wrote:

Var > rotate decoration 'A' relative of direction to variable 'B'
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pb dman wrote:

Var > rotate vehicle 'A' relative of direction to value 'B'
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pb dman wrote:

Var > rotate vehicle 'A' relative of direction to variable 'B'
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pb dman wrote:

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

Var > Set Variable 'A' to a Random Player
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Wolf653 wrote:Although this is possible it's rather glitchy and resource consuming and time consuming even resulting in error 1010 due to the amount of stuff performed

Var > Set value of variable 'A' to random integer in range of 0..x-1, where x is the value of variable 'B'
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Nyove wrote:We have 'Set value of variable 'A' to random integer in range of 0..B-1'
Why we don't have this?

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

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

Kinetic Module > use kinetic module on player/gun 'A' and move to region 'B'
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pb dman wrote:will use kinetic module on player/gun and the kinetic module will move a gun/player to it's destination then let go.

Kinetic Module > enable/disable kinetic module on gun/character/barrel "A"
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pb dman wrote:some objects weren't meant to have kinetic used on them.

Utility > Attach/Detach Object'A' to Object'B'
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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.




Engine Mark: disable dropping weapons upon death.
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wolf653 wrote:i noticed in deathmatch there is usually a ton of weapons out there just standing to be used for switching on shot.

Engine Mark: enable auto-balancing.
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wolf653 wrote:this causes a round to be automatically balanced between players except if its a odd number like 3 vs 2.

Engine Mark: Disable spawning at 0 health when connected
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wolf653 wrote:it's often annoying when someone just starts off dead in a map that is well a parkour map for example



Misc but still on topic:
Interface Rework: make the text supportable with BBcode or even better, Json code.
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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.
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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 30 April 2020, 02:19, edited 23 times in total.
UnrealCrash wrote:Game has been updated (slight netcode update that includes some of desynchronization fixes as well as newer hit detection model where player limbs get circular hitbox instead of rectangular while in-between frame states are handled more accurately).

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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.
UnrealCrash wrote:Game has been updated (slight netcode update that includes some of desynchronization fixes as well as newer hit detection model where player limbs get circular hitbox instead of rectangular while in-between frame states are handled more accurately).

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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 :)
UnrealCrash wrote:Game has been updated (slight netcode update that includes some of desynchronization fixes as well as newer hit detection model where player limbs get circular hitbox instead of rectangular while in-between frame states are handled more accurately).

Best. Joke. Ever. 2020.
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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.
UnrealCrash wrote:Game has been updated (slight netcode update that includes some of desynchronization fixes as well as newer hit detection model where player limbs get circular hitbox instead of rectangular while in-between frame states are handled more accurately).

Best. Joke. Ever. 2020.
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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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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Sgt Dwayne » 4 March 2020, 01:19

From pb dman:

Trigger ideas:

Defib
> allow defib "A" to heal team "B"
> allow defib "A" to heal player "B"
> disallow defib "A" to heal team "B"
> disallow defib "A" to heal player "B"


Gun
> convert gun "A" projectiles into defib
> set gun "A" to scale "B"
> set gun visibility to "A" (0.....1)


Rotate
> rotate decoration "A" relative of direction to value "B"
> rotate decoration "A" relative of direction to variable "B"
> rotate vehicle "A" relative of direction to value "B"
> rotate vehicle "A" relative of direction to variable "B"


Vehicle
> move, rotate and flip Decoration "A" to the position of vehicle "B"


ideas for triggers :)
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby pb dman » 4 March 2020, 01:49

Trigger ideas:

disable/enable restart on co-op teams (idk what to call this one but it disables the thing that happens when another team of coop dies and the match restarts)

restart match (it resets the match)

end match (it ends a match, only map-owner has access to use this.)

character:
activate ragdoll state "A" on character "A"

ragdoll states:
dying
dead
alive

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Re: 【MegaThread V3】Submit your trigger ideas!

Postby yi en » 6 March 2020, 21:21

Update line:
+ updated list.
If you can, please briefly explain why you hope that trigger action will be in your wishlist. So eric will come by and knowing the importance of that trigger being added. Thanks.
UnrealCrash wrote:Game has been updated (slight netcode update that includes some of desynchronization fixes as well as newer hit detection model where player limbs get circular hitbox instead of rectangular while in-between frame states are handled more accurately).

Best. Joke. Ever. 2020.
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby pb dman » 10 March 2020, 23:17

Trigger ideas:

player:
> force character "A" to get to region "B"
the AI will try to find its way to the region.

> force character "A" to heal character "B"
so that AI can heal characters.

> force character "A" to heal character's team
so that AI will heal their own team.

> force character "A" to follow character "B"
the character will follow another character via trigger.

> force character "A" to freeze/unfreeze
the character will be unable to move anywhere.

> use kinetic module on player/gun "A" and move to region "B"
will use kinetic module on player/gun and the kinetic module will move a gun/player to
it's destination then let go.
Playing PB2 since 2011!

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Re: 【MegaThread V3】Submit your trigger ideas!

Postby wolf653 » 22 March 2020, 02:00

Glossary
T > Trigger
EM > Engine Mark

T: Cause [push area] to damage [limb}
useful if you want heads to explode in space or to cut someone's legs off
EM: Disable spawning at 0 health when connected
it's often annoying when someone just starts off dead in a map that is well a parkour map for example
T: cause [Region] to have [#] Gravity
good for when you want to have 0 gravity outside of a spaceship but higher gravity in
T: cause [character] to go into dying state
causes a character to go into dying state regardless of health
T: poison [character]
self explanatory it poisons them
T: make characters appear in front of [Decor]
it's annoying to have someone go behind a machine or something
T: make [decor] appear in front of [decor]
T: change [part model] into original
for example let's say you want to add a armor buff in your map you can change the part back into its original for players with skins
T: make [weapon] require # energy to be used
this can include PSI blades and it basically allows for "ammo" in multiplayer like a sniper rifle costing energy
EM: disable dropping weapons upon death
i noticed in deathmatch there is usually a ton of weapons out there just standing to be used for switching on shot
EM: enable auto-balancing
this causes a round to be automatically balanced between players except if its a odd number like 3 vs 2
T: increase player-intiatitor max HP
Useful for the armor buff idea
T: replace [vehicle] with decor
it's annoying to have FttP drone that can't be used easily
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Assassino Jack Black » 12 April 2020, 15:59

Trigger Action of "Scenario" Type: If in coop mode, allows to change the reason for the end of a round, which in default is all members of all teams but one being dead, to a custom trigger action that sets what each team must do to win or lose, or draw.

Why? This trigger action(s) would allow by itself infinite diffent gamemodes to be created by the community, the old CTF and CTP that were supposed to be in the game could easily be done, along with so much interesting and unique gamemodes, also with famous ones like Kill Confirmed, Domination, Search and Destroy, etc...

If this one can't be implemented or would be too hard to implement in PB2, i would love to see it in PB3!

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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Super Bird » 12 April 2020, 17:57

We dont need this thread
1 - ppl rarely post here
2 - theres a Feedback & Ideas for that

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Re: 【MegaThread V3】Submit your trigger ideas!

Postby wolf653 » 12 April 2020, 19:26

Super Bird wrote:We dont need this thread
1 - ppl rarely post here
2 - theres a Feedback & Ideas for that

consider it like a dump channel or a category in a wiki it organizes these kinds of things into a log so you can look at just trigger ideas
you know i began to realize why youtubers beg for likes and shit its cause people forget to rate otherwise like come on how many people can have under 100 kills!
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