Info on triggers, functions, conditions, operators, and actions.
"this is page is incomplete bc i dont feel writing down every single action and condition rn" - Lostuser
Triggers and functions in a nutshell[]
Triggers are a feature in the scenario editor which enables you to make stuff happen, something like creating something mid-game or making a bot do something they do not normally do.
Functions[]
Functions are a feature in the scenario editor which are essentially just triggers without any events or conditions and is triggered with the executeFunction action, usually used for triggers with the same actions.
Usage[]
Functions do not use events and are instead manually called on by the action executeFunction
. Functions are more suited for repeating actions than triggers and can be used by multiple triggers. The downsides of using functions is that they cannot use special values outputted by events and cannot be called on by trigger areas without the use of another trigger.
Events[]
Events are anything that happen mid-game which activates a trigger.
All keys in an event will output a special value that can be used in the actions in that trigger, for example {objectId}, {userId}, {killerId}, or {keyId}. Triggers that are activated via a button or trigger area will not output any special value except for {objectId} and cannot use {objectData:objectId here:keyId here} or {playerData:objectId here:keyId here}.
Name | Event | Keys | Additional notes |
---|---|---|---|
gameInIt | Triggers when the game has been initiated (start button pressed) | none | None |
gameStarted | Triggers when the game has finished loading (nodes start loading after this) | none | Activates after gameInIt but before nodesGenerating |
gameTimer | Triggers after after the time has reached a certain value and/or when reaching a threshold | value, threshold | If the game has a time limit, the time will count down, if there is no time limit, the time will count up |
gameTick | Triggers every tick (default 60) | none | The ticks per second in local games or editor can decrease depending on your lag and ms |
gameUpdated | Triggers when a game value is updated(?) | None | None |
gameScoreUpdated | Triggers when the score is updated | team | None |
pawnInvestigate | Triggers when a pawn detects enemies or the sound of gunfire (melee included) | pawnId, investigateType (broken), enemyId (broken?) | Requires the pawn to have bIgnoreOutOfSight set to true and bInvestigate set to true |
objectCreated | Triggers when an object is created | objectId, type, team, playerId, playerIndex | None |
objectRemoved | Triggers when an object is removed (despawned, not killed) | objectId | Some examples of despawning are when a heli dropped off their items and exits the map, or with the removeObject action. |
objectKilled | Triggers when an object is killed (killed, not despawned) | objectId, type, team, playerId, killerId, killerTeam | Does not count assists |
objectUsed | Triggers when an object is interacted with | objectId, userId | Does not count trigger areas |
doorOpened | Triggers when a door is opened | objectId, causerId | Includes running through doors |
doorClosed | Triggers when a door is closed | objectId, causerId | None |
playerJoined | Triggers when a player joins | playerId, playerIndex, playerTeam | Includes the player joining when a game starts |
playerRespawned | Triggers when a player respawns | playerId, playerIndex, playerTeam | Includes the player joining when a game starts |
playerLeft | Triggers when a player leaves the lobby | none | Does not have any special values |
playerInput | Triggers when a player presses a certain key(s) | playerId, keyId, bValue | Does not detect inputs made by bots, detects all keys if left null or all keys except for one if keyId is filled in but bValue is false |
variableChanged | Triggers when a variable is changed | name, value | leaving it the keys null will make it activate every time any variable is changed |
questObjectiveCompleted | Triggers when an objective is completed | questId, objectiveId | None |
questComplete | Triggers when all objectives in a quest is complete(?) | questId | None |
cinematicStarted | Triggers when a cutscene plays | cinematicId | None |
cinematicEnded | Triggers when a cutscene ends | cinematicId | None |
survivalIntermissionStarted | Triggers when intermission starts in a survival game (includes the start of the game) | wave | Activates after survivalWaveComplete |
survivalWaveStarted | Triggers when a wave starts in a survival game | wave, waveType, numEnemies | None |
survivalWaveComplete | Triggers when a wave ends | wave, reward, waveKills, waveMelees | Activates before survivalIntermissionStarted |
nodesGenerating | Triggers when the nodes start generating (when the game starts) | none | None |
nodesGenerated | Triggers when the nodes finish generating (length depends on how much area is covered by objects with collision) | none | This is when the game truely starts |
Conditions[]
Conditions are requirenments that must be met for a trigger to activate.
Keys in a condition do not output special values that can be used in actions unlike events, however they can be used with any event.
Name | Condition | Keys | Additional notes |
---|---|---|---|
Name | Function | Additional notes |
---|---|---|
== | Equal to | None |
!= | Not equal to | Will not work if the value is undefined, an example of this is if a variable has no value (this happens when no triggers that changes or sets a variable's value has been activated at the time) |
< | Less than | None |
<= | Less than or equal to | None |
> | More than | None |
>= | More than or equal to | None |
% | Percent of | Can only select a specific %, there is no <% or >% at the time of writing this |
Actions[]
Actions are what a trigger/functions does when activated.
Name | Action | Key | Additional notes |
---|---|---|---|