Trigger Component
The trigger component is a gameplay component that fires Events when triggered. It will run any set Actions in response to those events. It defines a trigger volume that is visible during editing of the mod, but is hidden in play mode.
Component Settings
Property | Description |
---|---|
Trigger Shape | The shape of the trigger volume. |
Box | The trigger is a box shape. |
Size | Describes the width height and depth of the trigger box. |
Sphere | The trigger is a sphere. |
Radius | Describes the width height and depth of the trigger box. |
Capsule | The trigger is a capsule shape. |
Radius | Distance from the center of the capsule to the edge. |
Height | Distance from the bottom of one curved end to the top of the other. |
Trigger On Enter | If this trigger should fire when something enters its volume. |
On Enter Actions | Actions to perform when something enters the trigger volume. |
Trigger On Exit | If this trigger should fire when something exits its volume. |
On Exit Actions | Actions to perform when something enters the trigger volume. |
Trigger On Stay | If this trigger should fire repeatedly if something is within its volume. |
On Stay Actions | Actions to perform when something enters the trigger volume. |
Trigger Interval | Time in seconds between firing the On Stay event. |
One Use Per Player | Should this trigger only fire once for each player in the game. |
Disable After Triggered | Should this trigger disable itself after it is first triggered. |
Example Usage
Damage area
By having a trigger's On Stay event damage the activator of the trigger, you can create an area for players to avoid by constantly removing health while they are in the trigger. You could have the trigger kill the player who entered it, and attach the trigger to a moving object for the player to avoid (think an obstacle course with swinging blades).
King of the hill
A king of the hill style game could be created by placing a trigger that rewards players for remaining inside it using actions with the On Stay event.
One use per player
Using the One Use Per Player attribute, you can make a trigger that can reward players with points, but stops players from repeatedly entering and exiting the trigger to gain many points.
Disable after triggered
Disable After Triggered can allow a trigger to only be usable by a single player. This can be used in minigames where to goal is to reach something first to win. You can make entering a trigger finish the game and reward the player as the winner by having the minigame win condition set to "Obtain Points" and the trigger's On Enter Action rewarding the number of points to win the game.