.: Character :.
Character > Inflicts poison character 'A' with power/damage 'B'
wolf653 wrote:self explanatory it poisons them.
Character > Add 'A' slot for player 'B'
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
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'
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)
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.)
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)
shadowysn wrote:Essentially forces player to switch active hero.
Character > Set collision of Team 'A' to value 'B'.
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.
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'
Character > Set character 'A' invisibility value to 'B'
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'.
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'
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'
pb dman wrote:so that AI can heal characters.
Character > force character 'A' to heal character 'B'
pb dman wrote:the AI will try to find its way to the region.
Character > force character 'A' to heal character's team
pb dman wrote:so that AI will heal their own team.
Character > force character 'A' to follow character 'B'
pb dman wrote:the character will follow another character via trigger.
Character > force character 'A' to freeze/unfreeze
pb dman wrote:the character will be unable to move anywhere.
Character > Toggle character 'A' into dying state
wolf653 wrote:causes a character to go into dying state regardless of health
Character > Set max hitpoints 'B' to Character 'A' (multiplayer)
wolf653 wrote:Useful for the armor buff idea
Character > change character 'A' of part model 'B' back into original state
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
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'
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
Character > Switch player-initiator control to Character 'A' (multiplayer)
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
]
character> Freeze character 'A'
Yex wrote:Like how it does it in multiplayer coop whenever a round restarts everyone is frozen until round starts
character> Unfreeze character 'A'
Yex wrote:Same as above but unfreezes
character> Allow friendly fire for character 'A'
Yex wrote:This one is used to allow teammates to friendly fire one another like how they do in easy or normal mode
character> Disallow friendly fire for character 'A'
Yex wrote:Same as above but disallows it like as if it were on impossible mode or hard mode
character> Allow team collide for character 'A'
Yex wrote:This one is used to have teammates being able to collide with the character like if they were on beta or other teams that are not alpha
character> Disallow team collide for character 'A'
Yex wrote:Same as above but disallows it as if they were on alpha
character> Force character 'A' to fall
Yex wrote:Like how we do when we press X key to fall into lay down position as many people call ragdoll mode but to make this constant you would need delay 0 timer with infinite if trigger itself is infinite and not only but so I can make a AI self boost test if it is successful with this trigger action
character> Allow dying state for character 'A'
Yex wrote:To allow it as an example like how it does when player plays on hard or impossible difficulty the player can get into dying state when hit at below or at 30 HP
character> Disallow dying state for character 'A'
Yex wrote:Same as above but disallows it as if player were on normal or easy mode but enemies still have dying state though but with this trigger action it would prevent it
character> Force character 'A' to navigate to region 'B'
Yex wrote:This is to force a character to go to the region by creating a trace from character to region and form there it pin points parts where the character has to jump or crouch to reach it's point note that if you put a region on a location where a character can't get to it will just stop at the location it got stuck on
character> Allow AI character 'A' to see though walls
Yex wrote:This is to allow the AI to see though walls as an example as if it were on impossible or hard mode
character> Disallow AI character 'A' to see though walls
Yex wrote:Same as above but disallows it as if it were on normal or easy mode
character> Change AI character 'A' shooting factor 'B'
Yex wrote:This is to change how often the AI shoots or something like that perhaps
character> Change AI character 'A' switching weapons factor 'B'
Yex wrote:To change how often the AI change or switch weapons
character> Change AI character 'A' aimming factor 'B'
Yex wrote:This changes how fast the AI aims it's weapons as a reaction point
character> Change AI character 'A' reaction factor 'B'
Yex wrote:This changes how fast the AI reacts to enemy projectiles or something like that perhaps
character> Change AI character 'A' dodge factor 'B'
Yex wrote:This changes how fast the AI dodges enemy projectiles
character> Allow AI character 'A' capable of regeneration
Yex wrote:This works by allowing the character to regenerate like as if it were on impossible or hard mode
character> Disallow AI character 'A' capable of regeneration
Yex wrote:Same as above but disallows it as if it were on normal or easy mode
character> Change character 'A' regeneration speed to multiplier 'B'
Yex wrote:Similar to the one that controls gameplay regeneration speed but on a specific character
character> Change character 'B' regeneration delay to multiplier 'B'
Yex wrote:Same as above but affects the delay of the regeneration
character> Set character 'A' transparent multiplier to value 'B'
Yex wrote:This used for our character friend which we can use to add these trigger actions below.
character> Move, rotate and flip decoration 'A' to character's head 'B'
Yex wrote:So we can use this for the custom skins or something you know?
character> Move, rotate and flip decoration 'A' to character's body 'B'
Yex wrote:Similar to above but for the body.
character> Move, rotate and flip decoration 'A' to character's right upper arm 'B'
Yex wrote:Similar to above but for the right upper arm.
character> Move, rotate and flip decoration 'A' to character's right lower arm 'B'
Yex wrote:Similar to above but for the right lower arm.
character> Move, rotate and flip decoration 'A' to character's left hand 'B'
Yex wrote:Similar to above but for the left hand.
character> Move, rotate and flip decoration 'A' to character's right hand 'B'
Yex wrote:Similar to above but for the right hand.
character> Move, rotate and flip decoration 'A' to character's left upper arm 'B'
Yex wrote:Similar to above but for the left upper arm.
character> Move, rotate and flip decoration 'A' to character's left lower arm 'B'
Yex wrote:Similar to above but for the left lower arm.
character> Move, rotate and flip decoration 'A' to character's left upper leg 'B'
Yex wrote:Similar to above but for the left upper leg.
character> Move, rotate and flip decoration 'A' to character's left lower leg 'B'
Yex wrote:Similar to above but for the left lower leg.
character> Move, rotate and flip decoration 'A' to character's left foot 'B'
Yex wrote:Similar to above but for the left foot.
character> Move, rotate and flip decoration 'A' to character's right upper leg 'B'
Yex wrote:Similar to above but for the right upper leg.
character> Move, rotate and flip decoration 'A' to character's right lower leg 'B'
Yex wrote:Similar to above but for the right lower leg.
character> Move, rotate and flip decoration 'A' to character's right foot 'B'
Yex wrote:Similar to above but for the right foot.
character> Set character 'A' gun visibility multiplier to value 'B'
Yex wrote:Basically makes the weapons visible again if the character has ghost effect or is drone controller to make it visible again and also possibly of making it half-transparent if someone wants it.
character> Set character 'A' health bar visibility multiplier to value 'B'
Yex wrote:Basically makes the health bar visible or transparent if the character has ghost effect or is drone controller or is an enemy of player as well as the nickname.
character> Set character 'A' tips visibility multiplier to value 'B'
Yex wrote:Basically makes the player's cursor if it were to hover over the character that this trigger action applied to it will show it's status. Example: inactive enemy, enemy, dead enemy, dying enemy as well as nickname etc.
Character> Force idle character 'A' to switch to slot 'B'.
Character> Force character 'A' to drop weapon in current slot.
Character> Force character 'A' to drop weapon in slot 'B'.
Phant0mB0nnie wrote:Useful for cutscenes and managing characters that are fully kitted out with 9 slots of equipment.
As for the other two, either will do. Again, this is mainly useful in cutscenes, so that a character doesn't poop out all 9 slots of their equipment and instead only gives their sidearm away.
Character > Set AI difficulty for Character 'A' to 'B'
Mean Me- wrote:0: Easy
1: Normal
2: Hard
3: Impossible
Character > Set whether or not Character 'A' has swords to terms of 'B'
Mean Me- wrote:0 : No
1 : Yes
Character > Set Character 'A' alert sound to 'B' from library
Character > Set Character 'A' hurt sound to 'B' from library
Character > Set Character 'A' death sound to 'B' from library
Mean Me- wrote:e.g. Usurpation Destroyer - Death, CS-BNG, etc.
Character > Set head limb HP of Character 'A' to value 'B'
Character > Set body limb HP of Character 'A' to value 'B'
Character > Set arms limb HP of Character 'A' to value 'B'
Character > Set legs limb HP of Character 'A' to value 'B'
Character> multiply speed of projectiles fired by character "A" by value "B"
nightmar wrote:I am trying to make an AI use the time warp ability and I can't do that without these triggers