Logic Component: Difference between revisions
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(Added component settings and example usage) |
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| style="padding-left: 2em;" | ''Enable'' || Triggered as soon as the minigame loads, while on the minigame load/intro screen. | | style="padding-left: 2em;" | ''Enable'' || Triggered as soon as the minigame loads, while on the minigame load/intro screen. | ||
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| style="padding-left: 2em;" | ''Update'' || Triggered every frame | | style="padding-left: 2em;" | ''Update'' || Triggered every frame. Not consistent between players due to varying framerates. '''For consistent timed actions use the ''Timer'' event instead.''' | ||
|- | |- | ||
| style="padding-left: 2em;" | ''Hit'' || Triggered when the object this component is attached to is hit by the player or [[Weapon Component|weapons]]. | | style="padding-left: 2em;" | ''Hit'' || Triggered when the object this component is attached to is hit by the player or [[Weapon Component|weapons]]. |
Revision as of 21:23, 7 December 2022
The logic component is a gameplay component that runs a series of actions for different events.
Component Settings
Property | Description |
---|---|
Event | The event to trigger a list of Actions on. |
None | Never triggered, why is this an option? |
Start | Triggered at the start of a minigame, as the countdown begins. |
Enable | Triggered as soon as the minigame loads, while on the minigame load/intro screen. |
Update | Triggered every frame. Not consistent between players due to varying framerates. For consistent timed actions use the Timer event instead. |
Hit | Triggered when the object this component is attached to is hit by the player or weapons. |
Weapon Hit | Triggered when the object this component is attached to is hit by a weapon. |
Weapon Type | The type(s) of weapon hit that will cause the actions to be triggered. |
Timer | Triggered every x seconds. |
Interval Type | The type of interval for the timer. |
Constant | Actions are triggered repeatedly after a set number of seconds. |
Random | Actions are triggered repeatedly after a random amount of time. The minimum and maximum amount of time between triggers can be set. |
Board Space | For Board Mods. Triggered when this board space is landed on. |
Actions | The list of actions to run for the given Event. |
Example Usage
Start can be useful to make something happen when the minigame begins.
Timer with a random Interval Type can be used to add random effects to make the minigame more exciting.
Board Space is critical when making custom board spacesfor board mods.