Logic Component
Revision as of 20:24, 17 December 2023 by RBAdmin (talk | contribs) (→Component Settings: Added round start/end triggers)
The logic component is a gameplay component that runs a series of actions for different events.
Component Settings
Property | Description |
---|---|
Event | The event that triggers a list of Actions. |
Start | Triggered at the start of a minigame, as the countdown begins. |
Enable | Triggered each time this gameobject is enabled. This includes:
|
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 | The number of seconds between the event firing. Use the Arrow beside the Interval value to set the mode. |
Constant | Actions are triggered repeatedly after a set number of seconds. |
Random Between Two Values | Actions are triggered repeatedly after a random amount of time. The minimum and maximum amount of time between each firing of the event can be set. |
Round Start | Triggered at the start of each minigame round, after the round start countdown. |
Round End | Triggered at the end of each minigame round. |
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 can be used to add random effects to make the minigame more exciting. Use the arrow beside the value to change between constant and random values.