Level Editor Trigger Functions Ideas/Suggestions

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Level Editor Trigger Functions Ideas/Suggestions

Postby Zibuya » 7 August 2020, 22:25

New Var and Trigger Function Ideas/Suggestions that would spice up the game a bit...

Trigger > ''Execute trigger ''A'' only if a character 'B' was chosen randomly (if Character alive)''

Var > ''Set value 'A' of variable 'B' to choose a random character (if Character alive)''

Var > ''Set value of HEX Color to Decoration 'A' of variable 'B' ''

Var > ''Set value of variable 'A' to a specific HEX color 'B' ''

Trigger > ''Change trigger 'A' to another trigger 'B' if player has died again''

Var > ''Set value of song volume 'A' of variable 'B' ''

Song > ''Set disabling of song loops to value of parameter 'A' "

Gun > ''Call Trigger 'B' when Gun is not being held by some character''

Var > ''Set Character 'A' mobility factor to value 'B' of Variable''

Var > ''Synchronize Movable 'A' on current state of movement if some player joins the match''

Interface > ''Set interface visibility multiplier to value 'A' to value 'B' '' (without the cursor)

Character > ''Silently teleport all players from region 'A' to region 'B' ''

Character > ''Force all players to drop all weapons''

Sound > ''Play sound 'A' from library with a specific volume''

Movable > ''Change Speed of Movable 'A' to value of variable 'B' ''

Movable > ''Mute all Movables''

Movable > ''Unmute all Movables''

Gun > ''Set Gun 'A' scale to value 'B' ''

Gameplay > ''Disable player initiator's overhead''

Gameplay > ''Enable player initiator's overhead''

Trigger >''Call trigger each time player leaves a match''

Gameplay > ''Set disabling of player initiator's psi swords to value of parameter 'A' ''

Gameplay > ''Set disabling of player's psi swords to value of parameter 'A' ''

Decoration > ''Change font of text placeholder ''A'' to value ''B'' (pb2 fonts)

Gameplay > ''Change HEX color of all player's overhead to value 'A' ''

Decoration > "Move decoration 'A' to region 'B' "

Gameplay > "Zoom game camera to 'A' (percents) of variable 'B' "

Decoration > "Flip decoration 'A' to a specific direction of parameter 'B' "

Interface > "Show text 'A' in chat with size 'B' "

Movable > ''Change Attachment of Movable 'A' to Movable 'B' ''

Vehicle > Set vehicle visbility multiplier to value 'B' (0...1)

Var > Set vehicle visbility multiplier to value of variable 'B' (0...1)

Vehicle > Set vehicle HEX color multiplier

Vehicle > Move vehicle to region 'A'
Last edited by Zibuya on 9 August 2020, 14:55, edited 12 times in total.

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Re: Level Editor Trigger Functions Ideas/Suggestions

Postby Canada777 » 7 August 2020, 22:26

Ye i think these would be good triggers :D

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Re: Level Editor Trigger Functions Ideas/Suggestions

Postby Nyove » 9 August 2020, 17:25

Hello Zibuya,

Do take note that there is already a topic for trigger actions suggestions.
viewtopic.php?f=149&t=23818

Some of the trigger actions already existed or it is already possible to achieve the intended results.

Zibuya wrote:Trigger > ''Execute trigger ''A'' only if a character 'B' was chosen randomly (if Character alive)''


I'm not sure what you mean by chosen randomly. If you wish to target a specific player, you can do so by referring to the slot of the players in the map. If you wish the effect for it to be random, you can use an existing random number generator which allows you to generate a number between 0 - 7 for random slot numbers.

Zibuya wrote:Var > ''Set value of variable 'A' to a specific HEX color 'B' ''


Set a variable to a specific HEX color 'B'? If you mean the hex code like #000000 / #FF0000 / etc.. what's the difference between this trigger action and the standard trigger action which sets a value into a variable.
Set variable 'A' to the value 'B'

Zibuya wrote:Trigger > ''Change trigger 'A' to another trigger 'B' if player has died again''


This trigger action can already be achieved by utilising trigger on death as well as variables. When the player dies, it executes a main trigger, which increments it's death counter. The main trigger than execute other triggers which checks the value of this death counter variable and perform your desired corresponding actions.

Zibuya wrote:Gun > ''Call Trigger 'B' when Gun is not being held by some character''


This is technically possible, but requires relatively complex trigger mechanism.
- Move a region to the targeted gun
- Calculate coords of the gun
- Calculate coords of every player
- Checks if gun is within a certain range of every player
- Execute trigger if condition not met.

Zibuya wrote:Var > ''Synchronize Movable 'A' on current state of movement if some player joins the match''


This is already possible, with a few triggers and timers.
viewtopic.php?f=126&t=24249

Zibuya wrote:Character > ''Silently teleport all players from region 'A' to region 'B' ''


A very similar trigger action already exist.
Silently teleport player-initiator from Region 'A' to Region 'B'

Zibuya wrote:Character > ''Force all players to drop all weapons''


Yet another very similar trigger action already exist.
Force Character 'A' to drop all weapons

Zibuya wrote:Sound > ''Play sound 'A' from library with a specific volume''


There is a trigger action you can use to achieve the intended effect.
Play sound 'A' at region 'B'

Just move the region according to your desired volume.

Zibuya wrote:Decoration > "Move decoration 'A' to region 'B' "


Utilise the attach to mechanic. Attach a decor to a movable, and then move the movable.

Zibuya wrote:Decoration > "Flip decoration 'A' to a specific direction of parameter 'B' "


Flipping decorations is already possible by using -1 on trigger actions:
Set decoration X scale to value 'B'
Set decoration Y scale to value 'B'


Overall, decent suggestions.
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