【V4】Trigger Idea Megathread

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【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:05



.: Trigger Action Ideas MegaThread :.
'which means the wishlist of everyone trigger action idea for PB2 :)'
'this time, we had refurbished the groups 1 by 1.'




Introduction

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 mega-thread back, but it doesn't save that thing. *sighs*

The below threads are the new designed thread to make sure it is arranged beautifully, easier for me and you guys.
P.S. it will take 20 threads (which is whole page) for that...
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:07

Last edited by yi en on 17 October 2020, 06:35, edited 3 times in total.
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:09

.: Movables :.


Movable > Change speed of movable 'A' to value of variable 'B'
Spoiler: Show More
Nyove wrote:we have variables, but not all trigger can utilize them
Last edited by yi en on 17 October 2020, 07:40, edited 1 time in total.
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:10

.: Region :.


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.

Region > Activate trigger setted in region'A' when player from team'B' entered
Spoiler: Show More
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'
Spoiler: Show More
Fordex wrote:Spawns thing wut spawns near character when char in water

Region > spawn water burst effect at region'A'
Spoiler: Show More
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'
Spoiler: Show More
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"
Spoiler: Show More
pb dman wrote:for example if u fall on spikes u can choose to get damaged by legs or body.

Region > Change activation trigger of Region 'A' to Trigger 'B'
Spoiler: Show More
Mean Me wrote:
Last edited by yi en on 17 October 2020, 07:41, edited 2 times in total.
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:11

.: Vehicle :.


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

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

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

Vehicle > Destroy Vehicle 'A'
Spoiler: Show More
Mean Me wrote:

Vehicle > Damage Vehicle 'A' by 'B' hitpoints
Spoiler: Show More
Mean Me wrote:
Last edited by yi en on 17 October 2020, 07:41, edited 3 times in total.
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:12

.: Character :.


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

Character > Add 'A' slot for player 'B'
Spoiler: Show More
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
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:

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 > 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.

Character > activate ragdoll state 'B' on character 'A'
Spoiler: Show More
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'
Spoiler: Show More
pb dman wrote:so that AI can heal characters.

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

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

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

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

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

Character > Set max hitpoints 'B' to Character 'A' (multiplayer)
Spoiler: Show More
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
Spoiler: Show More
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'
Spoiler: Show More
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
Spoiler: Show More
Kiriakos Gr96 wrote:

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
]


character> Freeze character 'A'
Spoiler: Show More
Yex wrote:Like how it does it in multiplayer coop whenever a round restarts everyone is frozen until round starts

character> Unfreeze character 'A'
Spoiler: Show More
Yex wrote:Same as above but unfreezes

character> Allow friendly fire for character 'A'
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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'
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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'
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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'
Spoiler: Show More
Yex wrote:Same as above but disallows it as if they were on alpha

character> Force character 'A' to fall
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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'
Spoiler: Show More
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'
Spoiler: Show More
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'
Spoiler: Show More
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
Spoiler: Show More
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
Spoiler: Show More
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'
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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'
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Yex wrote:To change how often the AI change or switch weapons

character> Change AI character 'A' aimming factor 'B'
Spoiler: Show More
Yex wrote:This changes how fast the AI aims it's weapons as a reaction point

character> Change AI character 'A' reaction factor 'B'
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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'
Spoiler: Show More
Yex wrote:This changes how fast the AI dodges enemy projectiles

character> Allow AI character 'A' capable of regeneration
Spoiler: Show More
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
Spoiler: Show More
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'
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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'
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Yex wrote:Same as above but affects the delay of the regeneration

character> Set character 'A' transparent multiplier to value 'B'
Spoiler: Show More
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'
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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'
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Yex wrote:Similar to above but for the body.

character> Move, rotate and flip decoration 'A' to character's right upper arm 'B'
Spoiler: Show More
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'
Spoiler: Show More
Yex wrote:Similar to above but for the right lower arm.

character> Move, rotate and flip decoration 'A' to character's left hand 'B'
Spoiler: Show More
Yex wrote:Similar to above but for the left hand.

character> Move, rotate and flip decoration 'A' to character's right hand 'B'
Spoiler: Show More
Yex wrote:Similar to above but for the right hand.

character> Move, rotate and flip decoration 'A' to character's left upper arm 'B'
Spoiler: Show More
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'
Spoiler: Show More
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'
Spoiler: Show More
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'
Spoiler: Show More
Yex wrote:Similar to above but for the left lower leg.

character> Move, rotate and flip decoration 'A' to character's left foot 'B'
Spoiler: Show More
Yex wrote:Similar to above but for the left foot.

character> Move, rotate and flip decoration 'A' to character's right upper leg 'B'
Spoiler: Show More
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'
Spoiler: Show More
Yex wrote:Similar to above but for the right lower leg.

character> Move, rotate and flip decoration 'A' to character's right foot 'B'
Spoiler: Show More
Yex wrote:Similar to above but for the right foot.

character> Set character 'A' gun visibility multiplier to value 'B'
Spoiler: Show More
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'
Spoiler: Show More
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'
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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'.
Spoiler: Show More
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'
Spoiler: Show More
Mean Me- wrote:0: Easy
1: Normal
2: Hard
3: Impossible

Character > Set whether or not Character 'A' has swords to terms of 'B'
Spoiler: Show More
Mean Me- wrote:0 : No
1 : Yes

Character > Set Character 'A' alert sound to 'B' from library
Spoiler: Show More
Mean Me- wrote:

Character > Set Character 'A' hurt sound to 'B' from library
Spoiler: Show More
Mean Me- wrote:

Character > Set Character 'A' death sound to 'B' from library
Spoiler: Show More
Mean Me- wrote:e.g. Usurpation Destroyer - Death, CS-BNG, etc.

Character > Set head limb HP of Character 'A' to value 'B'
Spoiler: Show More
Mean Me- wrote:

Character > Set body limb HP of Character 'A' to value 'B'
Spoiler: Show More
Mean Me- wrote:

Character > Set arms limb HP of Character 'A' to value 'B'
Spoiler: Show More
Mean Me- wrote:

Character > Set legs limb HP of Character 'A' to value 'B'
Spoiler: Show More
Mean Me- wrote:

Character> multiply speed of projectiles fired by character "A" by value "B"
Spoiler: Show More
nightmar wrote:I am trying to make an AI use the time warp ability and I can't do that without these triggers
Last edited by yi en on 17 October 2020, 07:36, edited 8 times in total.
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:12

.: Gravity :.


Gravity > set gravity for character "A" to value "B"
Spoiler: Show More
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"
Spoiler: Show More
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"
Spoiler: Show More
pb dman wrote:maybe we want falling blocks?
Last edited by yi en on 17 October 2020, 07:42, edited 2 times in total.
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:13

.: Scenarios :.


Scenario > If in coop mode, allows to change the reason 'A' for the end of a round
Spoiler: Show More
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
Spoiler: Show More
Super Bird wrote:Statistics like in campaign.
Last edited by yi en on 17 October 2020, 07:42, edited 2 times in total.
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:14

.: Gun :.


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'
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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)
Spoiler: Show More
pb dman wrote:

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

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

Gun > allow defib 'A' to heal team 'B'
Spoiler: Show More
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.
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.

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.

Gun> Change gun 'A' to team only for 'B'
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Yex wrote:This one also helps solve allies not being able to pick up team only weapons that are set to the same team as player

Gun> Allow gun 'A' pickup by 'B' character
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Yex wrote:To allow the guns to be picked up by allies regardless if the guns team is set to player's team so that allies can still pick them and this may cause weird things such as specific enemies being able to pick up a gun that is a team only to alpha if the enemy is beta though but would be useful though in someways perhaps

Gun> Disallow gun 'A' pickup by 'B' character
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Yex wrote:Same as above but disallows the gun form being picked up

Gun > Change damage type of Gun 'A' to value 'B'
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Mean Me- wrote:0 : physical
1 : poison
2 : explosive
3 : homing

Gun > Change team of Gun 'A' to team 'B'
Spoiler: Show More
Mean Me- wrote:

Gun > Change amount of hands used for Gun 'A'
Spoiler: Show More
Mean Me- wrote:0 : 0 hands
1 : 1 hand
2 : 2 hands

Gun > Change Gun 'A' fire type to selection 'B'
Spoiler: Show More
Mean Me- wrote:0 : automatic
1 : semi-automatic
2 : burst

Gun > Set Gun 'A' projectiles' HEX color to 'B'
Spoiler: Show More
Mean Me- wrote:

Gun > Set Gun 'A' reload sound to 'B'
Spoiler: Show More
Mean Me- wrote:
Last edited by yi en on 17 October 2020, 07:58, edited 4 times in total.
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:15

.: Barrel :.


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.

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

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

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

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

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

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

Barrel > Change Barrel 'A' damage to 'B'
Spoiler: Show More
bob228822 wrote:

Barrel > Damage Barrel 'A' by 'B' hitpoints
Spoiler: Show More
Mean Me wrote:
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:15

.: Trigger :.


Trigger > Call trigger A when person B kills a character/player
Spoiler: Show More
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'
Spoiler: Show More
Calls a trigger when a movable comes/appears in a region.

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

Trigger> Call trigger 'A' when all characters in team 'B' are dead.
Spoiler: Show More
Phant0mB0nnie wrote:Useful shortcut over variables.
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:16

.: Timer :.


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

Timer > Set timer a calls to value var b
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Kiriakos Gr96 wrote:
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:17

.: Decoration :.


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'
Spoiler: Show More
wolf653 wrote:it's annoying to have FttP drone that can't be used easily

Decoration > Move Decor 'A' to Region 'B'
Spoiler: Show More
Wolf653 wrote:PORTALS

Decoration > Attach 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 > Attach decoration 'A' to Gun 'B' bullet
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Super Bird wrote:Bullet is decoration.
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:17

.: Gravitator Area Field :.


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
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:18

.: Gameplay :.


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'
Spoiler: Show More
evgeniy74 wrote:Set max pickable grenades value to'A'

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

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'.
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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)
Spoiler: Show More
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"
Spoiler: Show More
pb dman wrote:

Gameplay > set physical player impact damage multiplier for player "A"
Spoiler: Show More
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"
Spoiler: Show More
pb dman wrote:

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

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

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

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

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

Gameplay > Enable game HUD
Spoiler: Show More
bob228822 wrote:

Gameplay > Disable game HUD
Spoiler: Show More
bob228822 wrote:

Gameplay> dont stop mission if player died. (Sp only)
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daft punk 777 wrote:just like in mp coop maps, player died and you just see ur dead body, you can restart by esc

Gameplay> Set physics quality to 'LOW' / 'HIGH'
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Xenon- wrote:

Gameplay> Set screen effects quality to 'LOW' / 'HIGH'
Spoiler: Show More
Xenon- wrote:

Gameplay> Set frame rate per seconds to '20' / '30' / '60'
Spoiler: Show More
Xenon- wrote:

Gameplay> Set progress bar to 'NONE' / 'EXPERIENCE' / 'SKILL POINTS'
Spoiler: Show More
Xenon- wrote:

Gameplay> Set screen flash effects 'NO' / 'YES'
Spoiler: Show More
Xenon- wrote:

Gameplay> Set display quality to 'LOW' / 'HIGH'
Spoiler: Show More
Xenon- wrote:

Gameplay> Set effects quality to 'LOW' / 'HIGH'
Spoiler: Show More
Xenon- wrote:

Gameplay> Set screen fade effect 'NO' / 'YES'
Spoiler: Show More
Xenon- wrote:
Last edited by yi en on 17 October 2020, 07:56, edited 4 times in total.
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:19

.: Interface :.


Interface > Let character A say text B
Spoiler: Show More

A text comes above the character and in the game chat.

Interface> Enable character 'A' overhead health interface
Spoiler: Show More
Yex wrote:So we can see enemies health bar and nickname as if they were allies but aren't as their text will be red perhaps this one could be an option in PB settings perhaps?

Interface> Disable character 'A' overhead health interface
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Yex wrote:Same as above but disables it
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:20

.: Light :.


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

Light > Move light 'A' to Region 'B'
Spoiler: Show More
Mean Me wrote:
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:21

.: Variable :.


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

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

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

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 > Change Barrel 'A' damage value to value of variable 'B'
Spoiler: Show More
bob228822 wrote:

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 > rotate decoration 'A' relative of direction to value 'B'
Spoiler: Show More
pb dman wrote:

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

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

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

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.

Var > Set Variable 'A' to a Random Player
Spoiler: Show More
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'
Spoiler: Show More
Nyove wrote:We have 'Set value of variable 'A' to random integer in range of 0..B-1'
Why we don't have this?

Var> Continue Trigger Actions Only If Var "A" Contain (text, or number) "B"
Spoiler: Show More
daft punk 777 wrote:example : player inventory var - A, its contain - gun_rifle^3^0, and gun_arifle2^3^0, trigger action continues if it contain gun_rifle^3^0..., If inventory contain only gun_arifle2^3^0, trigger actions will be stoped

Var> Continue Trigger Actions Only If Var "A" Doesnt Contain (text,number, or smtng else) "B". (Param "B" can containg anything - weapons id, numbers, words, player nickname, etc.)
Spoiler: Show More
daft punk 777 wrote:same as above but flipped.

Var> Continue Trigger Actions Only If Player (AI) "A" Has Selected Slot "B"
Spoiler: Show More
daft punk 777 wrote:

Var> multiply speed of projectiles fired by character "A" by value of variable "B"
Spoiler: Show More
nightmar wrote:I am trying to make an AI use the time warp ability and I can't do that without these triggers
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:22

.: Others :.


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


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


Kinetic Module > use kinetic module on player/gun 'A' and move to region 'B'
Spoiler: Show More
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"
Spoiler: Show More
pb dman wrote:some objects weren't meant to have kinetic used on them.


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.

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.

Yex wrote:This is useful for selecting one group to avoid accidentally selecting other objects you don't want in mind and since attach to movable have been added I think the group should also have a way to attach but nevermind that but it would be useful if there were a group option.

Utility > Attach (water area / region / decoration / etc.) to (water area / region / decoration / etc.)
Spoiler: Show More
Mean Me wrote:


Engine Mark: disable dropping weapons upon death.
Spoiler: Show More
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.
Spoiler: Show More
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
Spoiler: Show More
wolf653 wrote:it's often annoying when someone just starts off dead in a map that is well a parkour map for example
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Re: 【V4】Trigger Idea Megathread

Postby yi en » 17 October 2020, 06:23

.: 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.

Tools: Cutting tool.
Spoiler: Show More
Yex wrote:This one as an example let's say you made one wall with 350x350 and somewhere in the middle you use the cutting tool on the middle by making a rectangle in about 150x150 by doing this you click again to stop dragging the red rectangle and when doing so it gives you an option to either allow overlap or not allow overlap and how overlap works is by overlapping walls together so they look better as an example so yeah this tool creates holes or any type of hole that's possible and as an additional option it should also have a way to have negative and positive so that negative cuts off parts of the object while positive is more like adding and how it works by adding is let's say you have a wall and you drag a green rectangle form the wall to the outside and after it's done it basically creates a wall with the same type of the previous wall you used it on.

Trigger Activation> new trigger activation options.
Spoiler: Show More
Phant0mB0nnie wrote:For regions, have them be activated on:
· Dead player. - Self explanatory. Useful alongside kinetic module where you can move characters around.
· Dead character. - Ditto
· Vehicle. - Self explanatory.
· Player in a vehicle. - We have 'Character in a vehicle', so why not have something for players?
· Player not in a vehicle. - Ditto.
· Projectile in region. - Alternative to the >Call trigger 'A' when door 'B' got damage< trigger.

For characters, activate trigger when:
· Alerted. - Useful for stealth levels.
· Bodybroken. - Useful alongside strict casual mode.
· Inactive. - After they are alerted once, if they become inactive again, the applied trigger will be executed. Useful for stealth levels. Does not apply for characters with behavior setting 'Do Nothing.'

Unreal engine 4 wrote:https://prnt.sc/t6a9yu
They do same action as "Trigger on death"
But not when actor died, when actor is "dying" or "being harm"
I think that should be very good for custom health bars or to show how many HP enemies got.

Character Customization > New characters customisation
Spoiler: Show More
Daft punk 777 wrote:nowadays it has only head, body, arms and legs changeable by triggers, i think this can be more - head, body, shoulders, elbows, other arm part, hips, knees, shins, feet. That means it need color pattern rework - 1 - head, 2 - body, 3 - shoulders..........
and i think would be cool to add Hex color pattern for characters - 1(head) #anyhexhere;2(body)#anyhexheretoo...
(write this things in trigger (for example) - g;#FF0000;e;1;6;b;w;#0000FF;k <== no ";" here, cause its last)
Last edited by yi en on 17 October 2020, 07:44, edited 5 times in total.
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