I've taken what I thought were the best ideas I have and pasted them here.
Region > Change activation trigger of Region 'A' to Trigger 'B'
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Mean Me wrote:Currently if a region is bound with a trigger it will forever stay with that trigger unless manually edited from the region, so it would be useful just to switch triggers instead of using variables to do what you wanted to do.
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Region > Change activation type of Region 'A' to 'B'
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Mean Me wrote:Likewise for the activation trigger, the type (i.e. activated by player, use button, or character in vehicle) cannot be changed after being set in the Level Editor. Having it be more flexible as well would increase opportunities for future levels.
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Region > Spawn marines weapons in Region 'A'
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Mean Me wrote:There is an engine mark which spawns marine's weapons exactly where the engine mark is, so if it's bound to a region it would probably make more sense.
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Region > Spawn Proxy’s weapons in Region 'A'
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Mean Me wrote:Same as above.
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Region > Make an explosion at region 'A' with HEX color 'B'
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Mean Me wrote:Just a neat trigger to add.
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Region > Force all characters in region 'A' to make their way to region 'B'
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Mean Me wrote:Would open up many opportunities for map makers like tower defense games, surviving hordes, etc.
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Interface > Show text/hint 'A' for team 'B'
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Mean Me wrote:Would open up many opportunities for map makers like role-playing games, among us maps, etc.
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Light > Move light 'A' to Region 'B'
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Mean Me wrote:It would be cool to see moving lights where you can follow the light in saw maps or you die, this would just be a good addition.
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Barrel > Clone Barrel 'A' in region ‘B’
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Mean Me wrote:I have a feeling level designers don't like putting the same exact barrel in different places, and would like to just have a region where they would like it.
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Barrel > Change Barrel 'A' explosion color to HEX ‘B’
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Mean Me wrote:Also like the explosion region trigger, would be cool to see red explosions from red barrels or something like that.
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Barrel > Change Barrel 'A' hit points to value ‘B'
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Mean Me wrote:Maybe someone would like a really strong barrel or a weaker one.
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Character > Call Trigger 'A' when Character 'B' is hurt
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Mean Me wrote:Can be used in a variety of situations, and when paired with its variable counterparts, it can be quite useful.
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Character > Call Trigger 'A' when Character 'B' dies
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Mean Me wrote:Can be used in a variety of situations, and when paired with its variable counterparts, it can be quite useful.
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Character > Call Trigger 'A' when Character 'B' is revived
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Mean Me wrote:Can be used in a variety of situations, and when paired with its variable counterparts, it can be quite useful.
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Character > Call Trigger 'A' when Character 'B' revives
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Mean Me wrote:Can be used in a variety of situations, and when paired with its variable counterparts, it can be quite useful.
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Character > Set Character 'A' dying sound to 'B' from library
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Mean Me wrote:Like the other character sound triggers, just to edit a voice preset, like having Noir Lime's hurt sound for a character's dying sound.
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Character > Set Character 'A' on-kill sound to 'B' from library
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Mean Me wrote:Like the other character sound triggers, just when a character kills another character.
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Character > Set whether or not Character 'A' acts with sword AI or gun AI to terms of 'B'
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Mean Me wrote:This would be for sword only maps where invisible guns with decors attached, because AI awkwards swing their swords from a distance instead of going in for the kill. This would make the character affected treat any weapon as the selected choice, sword or gun.
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Character > Set variable 'B' to 1 if Character 'A' is currently hunting and if else 0
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Mean Me wrote:This would make character's active/inactive status usable in different situations and would help bind a trigger action if an enemy spots the player, in one case.
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Character > Set player-killer team to 'B'
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Mean Me wrote:Would help a lot with betrayal systems in maps and add on to the player-initiator counterpart of the trigger action. Maybe if it had a variable-styled trigger too it would help.
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Gun > Change Gun 'A' reticle to index 'B'
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Mean Me wrote:Changes the aiming reticle design to any in the game files.
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Gun > Remove object Gun 'A' from map
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Mean Me wrote:Basically deletes the gun from existence when playing the map.
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Gun > Set Gun 'A' projectiles' HEX color to 'B'
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Mean Me wrote:Basically changes the color of the bullet made by Gun 'A'.
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Gun > Set Gun 'A' to be used for sword AI or gun AI
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Mean Me wrote:Like the other triggers with sword and gun AI, but AI treat the gun as a sword or a normal gun.
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Var > Set parameter 'B' equal to gun ID of current weapon character 'A' is holding
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Mean Me wrote:An idea came to me when I was playing a map with keycards and doors and the possibility that you can use this trigger and the gun removal trigger earlier to make a keycard open a door.
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Var > Set variable 'A' to attacker slot
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Mean Me wrote:This can be used with the trigger calling when a player attacks another.
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Var > Set variable 'A' to displayed name of attacker
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Mean Me wrote:This can be used with the trigger calling when a player attacks another.
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Var > Set variable 'A' to team-ID of the attacker
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Mean Me wrote:This can be used with the trigger calling when a player attacks another.
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Var > Set variable 'A' to attacker slot
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Mean Me wrote:This can be used with the trigger calling when a player attacks another.
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Var > Add value of variable 'B' calls to trigger 'A'
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Mean Me wrote:Can be used for recursive purposes and other elaborate ways.
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Var > Set value of variable 'A' to 1 if Time Warp is currently being used and if else 0
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Mean Me wrote:Can be used for modification of level logic and other sorts.
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Scenario > Skip intro difficulty selection
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Mean Me wrote:When a map is played, the difficulty menu always pops up first. This would disable it for the map when the map designer wants only one level of AI.
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Trigger > Add 'B' calls to trigger 'A'
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Mean Me wrote:Can be used for recursive purposes and other elaborate ways.
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AI > Enable or disable AI engagement when dying
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Mean Me wrote:Basically asks the developer if they want AI to behave like in the Easy difficulty or other difficulties when dying.
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Experience > Add 'B' experience points to players for 'A' reason
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Mean Me wrote:Adds more flexible abilities to the experience points mechanism for map makers.
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Gameplay > Enable or disable casual mode status
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Mean Me wrote:Can be either strict or regular.
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Gameplay > Enable or disable base noise
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Mean Me wrote:The engine mark, but a trigger action.
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Gameplay > Enable or disable ragdoll disappearance
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Mean Me wrote:The engine mark, but a trigger action.
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Gameplay > Enable or disable level trigger error reporting
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Mean Me wrote:The engine mark, but a trigger action.
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Gameplay > Change plasma speed to value ‘A’
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Mean Me wrote:Changes the plasma speed of all guns using plasma in the map.
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Gameplay > Change max plasma life to value ‘A’
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Mean Me wrote:Changes the time a plasma projectile would keep moving until detonation.
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Gameplay > Change rocket speed to value ‘A’
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Mean Me wrote:Changes the rocket speed of all guns using rockets in the map.
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Gameplay > Change max rocket life to value ‘A’
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Mean Me wrote:Changes the time a rocket projectile would keep moving until detonation.
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Gameplay > Change rail penetration factor to value ‘A’
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Mean Me wrote:Changes the penetration a rail projectile would have if shot through a wall, movable, etc.
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Gameplay > Change max rail life to value ‘A’
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Mean Me wrote:Changes the length a rail projectile would go to until stopping.
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That is all I have for now.