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Re: 【MegaThread V3】Submit your trigger ideas!

Postby yi en » 13 April 2020, 09:48

Update line:
+ updated list.
+ May rebuild the format again thanks to BBcode.

+ Fixed the quote bug thingy, it turns out easier to fix.
Last edited by yi en on 15 April 2020, 17:48, edited 1 time in total.
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby eru_ » 14 April 2020, 07:59

N O I C E...
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby wolf653 » 15 April 2020, 01:44

yi en wrote:Update line:
+ updated list.
+ May rebuild the format again thanks to BBcode.

yes also remove the poison thing its actually already in i did not notice it before also it appears your copy and pasting may have messed up as unrelated quotes or dupes appear
you know i began to realize why youtubers beg for likes and shit its cause people forget to rate otherwise like come on how many people can have under 100 kills!
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby yi en » 15 April 2020, 18:31

Update line:
pb dman's discord idea (gosh, that was a lot of them) had been added.
Color replaced to match level editor trigger category colors, and arranged them based on that category.

More bug fix :D
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby wolf653 » 18 April 2020, 02:37

i suppose take 2.

Character > Revive Character 'A' with 'B' HP Added to the list
Spoiler: Show More
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' oh wait that already exists on the list
Spoiler: Show More
self explanatory it changes the max HP without setting the current HP


Gravitator Area Field > Move Pushing Area 'A' to Region 'B' Added to the list
Spoiler: Show More
yeet someone into the air with your cursor maybe?

Region > Move Decor 'A' to Region 'B' Added to the list
Spoiler: Show More
PORTALS

Var > Set Variable 'A' to a Random Player Added to the list
Spoiler: Show More
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


Gun > Change Gun 'A' projectile to custom image 'B'
Spoiler: Show More
its kinda weird having a harpoon shoot a bullet


Gun > cause Gun 'A" projectiles to have a arc of 'B"
Spoiler: Show More
basically causes the projectile to have grenade like behavior but no explosions and the projectile falls can be used to make throwable weapons and crap


Var > set variable 'A' of character 'B' gun inventory
Spoiler: Show More
basically allows determining what guns a player/character has picked up


Character > force character 'A' to drop slot 'B'
Spoiler: Show More
yes it causes the character to drop that weapon in that slot


Region > Set Region 'A' activation to trigger 'B'
Spoiler: Show More
No more using 2 buttons to make close and open doors!


Var > continue trigger actions if variable 'A' 'B'insert like a list choosing equals and lesser then etc or 'C'insert the same list again but exclude the previous option value 'D'
Spoiler: Show More
why not have 4 parameters also this allows for more complex options like currency so you can still buy stuff if you are over the limit!


Var > continue trigger actions if variable 'A' 'B'insert like a list choosing equals and lesser then etc or 'C'insert the same list again but exclude the previous option variable 'D'
Spoiler: Show More
same stuff again with vars


Var > Skip trigger action if variable 'A' 'B'insert like a list choosing equals and lesser then etc or 'C'insert the same list again but exclude the previous option value 'D'
Spoiler: Show More
same thing but its skip


Gun > trigger 'A' when Gun 'B' projectiles hit any character

Var > set variable 'A' to player hit by Gun 'B'
Spoiler: Show More
ah yes time to add custom debuffs to guns


Gun > trigger 'A' when Gun 'B' projectiles hit any static object

Region >move Region 'A' to last location of Gun 'B' projectile
Spoiler: Show More
i suppose it allows for regions totally not ones that teleport you and potentially acid and placement of other things


Gun > Set Gun 'A' fire delay to 'B'
Spoiler: Show More
you want fire animations for weapons? well this gives you it! also uses the same time system as timers so 30 = 1 second


Region > Set region 'A' activation requirement to 'B'
Spoiler: Show More
well someone probably wanted it


Trigger execution continue trigger execution only if Team 'A' is in region 'B'
Spoiler: Show More
it will do wonders for control point maps


Region > Spawn bullet which matches with gun'A' in region'B' with rotation of 'C' degrees Edit
Spoiler: Show More
i'm pretty sure Yi en didn't realize this was completely impossible to get working like map makers would want.


Region > Spawn bullet which matches with gun'A' in region'B' with rotation of 'C' radians Edit
Spoiler: Show More
why do we need separate measurements?


Region > Spawn bullet which matches with gun'A' in region'B' heading towards the nearest player not in team 'C' (select any team to target anyone)
Spoiler: Show More
i suppose team turrets sounds nice


Decoration > Rotate decor 'A' towards nearest player not in team 'B' (select any team to target anyone)
Spoiler: Show More
barrel rotation is important!


Gameplay > Set Game Over from death delay to 'A'
Spoiler: Show More
basically allows trigger work on the character like revival by having a delay before the game well ends from their death


Character > Set Character 'A' death trigger to 'B'
Spoiler: Show More
more custom game over messages i guess

Var > Set Variable 'A' to Gun 'B'
Spoiler: Show More
you could make gun shop system more easily

Timer > continue timer 'A' only if Gun 'B' is held
Spoiler: Show More
now you can make a gun reload animation only when its being held how wonderful

Gun > Set Gun 'A' reload requirement to 'B' (0 for idle/held 1 for held)
Spoiler: Show More
now you can have that ole invisible gun reload all by itself no hands!

Trigger > Execute Trigger 'A' when player 'B' presses key 'C'
Spoiler: Show More
now we have controls to each player

i'll likely add more once i think of more
Last edited by wolf653 on 11 May 2020, 06:56, edited 7 times in total.
you know i began to realize why youtubers beg for likes and shit its cause people forget to rate otherwise like come on how many people can have under 100 kills!
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby yi en » 24 April 2020, 12:59

List Updated.
Included more ideas from discord server lol.
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby IsabelleA28 » 24 April 2020, 22:10

Here is one.

Gun: Force Gun A to change name to B.

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Re: 【MegaThread V3】Submit your trigger ideas!

Postby yi en » 25 April 2020, 06:47

IsabelleA28 wrote:Here is one.

Gun: Force Gun A to change name to B.


Which, this wish had been already in the list, so I would just add your name onto it :D
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Super Bird » 26 April 2020, 19:20

Gun > Set 'A' magazine bullets before reload for 'B' gun
Spoiler: Show More
Reload system after shooting all bullets

Gun > Change gun 'A' color to 'B'
Spoiler: Show More
Changing gun color,B parameter must have hex code

Scenario > End mission with statistics
Spoiler: Show More
Statistics like in campaign.

Door/decoration > atach decoration 'A' to door 'B'
Spoiler: Show More
Ataches decoration to door,dont need flip to normal work.What image - this door.

Gameplay > disable friendly fire
Gameplay > enable friendly fire
Spoiler: Show More
You understood,same as singlepayer thing with teams now can be enabled/disabled.

Decoration/gun > Atach decoration 'A' to gun 'B' bullet
Spoiler: Show More
Bullet is decoration.

Character > Add 'A' slot for player 'B'
Spoiler: Show More
For example 11 slots,fast click 1 two times,same with 111 - fast click three times etc.

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Re: 【MegaThread V3】Submit your trigger ideas!

Postby yi en » 30 April 2020, 02:24

Updated list with more discord pop out ideas + Super bird's wishlist.
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Mean Me » 1 May 2020, 00:45

Gun > Change damage type of Gun 'A' to value 'B'

Spoiler: Show More
0 : physical
1 : poison
2 : explosive
3 : homing


Gun > Change team of Gun 'A' to team 'B'

Gun > Change amount of hands used for Gun 'A'

Spoiler: Show More
0 : 0 hands
1 : 1 hand
2 : 2 hands


Gun > Change Gun 'A' fire type to selection 'B'

Spoiler: Show More
0 : automatic
1 : semi-automatic
2 : burst


Gun > Set Gun 'A' projectiles' HEX color to 'B'

Gun > Set Gun 'A' reload sound to 'B'

Character > Set AI difficulty for Character 'A' to 'B'

Spoiler: Show More
0 : Easy
1: Normal
2 : Hard


Character > Set whether or not Character 'A' has swords to terms of 'B'

Spoiler: Show More
0 : No
1 : Yes


Character > Set whether or not Character 'A' acts with sword AI or gun AI to terms of 'B'

Spoiler: Show More
0 : sword AI
1 : gun AI


Character > Set Character 'A' alert sound to 'B' from library

Character > Set Character 'A' hurt sound to 'B' from library

Character > Set Character 'A' death sound to 'B' from library

Spoiler: Show More
e.g. Usurpation Destroyer - Death, CS-BNG, etc.


Character > Set head limb HP of Character 'A' to value 'B'

Character > Set body limb HP of Character 'A' to value 'B'

Character > Set arms limb HP of Character 'A' to value 'B'

Character > Set legs limb HP of Character 'A' to value 'B'

Barrel > Damage Barrel 'A' by 'B' hitpoints

Vehicle > Destroy Vehicle 'A'

Vehicle > Damage Vehicle 'A' by 'B' hitpoints

Light > Move light 'A' to Region 'B'

Region > Change activation trigger of Region 'A' to Trigger 'B'

Utility > Attach (water area / region / decoration / etc.) to (water area / region / decoration / etc.)

That's all I got.
Last edited by Mean Me on 18 October 2020, 21:39, edited 6 times in total.
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I have nothing to say. Goodbye.
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Sgt Dwayne » 9 May 2020, 02:31

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

Var > Skip next trigger action if value of variable 'A' is less than value 'B'

Var > Skip next trigger action if value of variable 'A' equals value 'B'

Var > Skip next trigger action if value of variable 'A' does not equals value 'B' - Added

Gameplay > Enable player hitbox damage multiplier

Gameplay > Disable player hitbox damage multiplier

Gameplay > Set player hitbox damage multiplier to 'A' (Default is 1)

Possibly, an invisible wall material/texture? Invisible movable objects can cause frame lag.
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby nightmar » 20 May 2020, 00:50


Character
> multiply speed of projectiles fired by character "A" by value "B"

var
> multiply speed of projectiles fired by character "A" by value of variable "B"


I am trying to make an AI use the time warp ability and I can't do that without these triggers
How many bugs does this game have anyway? jeez
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Phant0mB0nnie » 26 May 2020, 18:47

Force idle character 'A' to switch to slot 'B'. Or something like that.
Force character 'A' to drop weapon in current slot. Or something like that. Works alongside previous trigger suggestion.
Or
Force character 'A' to drop weapon in slot 'B'.

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.
Me in my imagination:
Complete and utter annihilation through superior volume of fire.

Me IRL:
Spoiler: Show More
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Xenon- » 8 June 2020, 03:57

Spoiler: Show More
Gameplay: Set physics quality to 'LOW' / 'HIGH'

Gameplay: Set screen effects quality to 'LOW' / 'HIGH'

Gameplay: Set frame rate per seconds to '20' / '30' / '60'

Gameplay: Set progress bar to 'NONE' / 'EXPERIENCE' / 'SKILL POINTS'

Gameplay: Set screen flash effects 'NO' / 'YES'

Gameplay: Set display quality to 'LOW' / 'HIGH'

Gameplay: Set effects quality to 'LOW' / 'HIGH'

Gameplay: Set screen fade effect 'NO' / 'YES'


This would go on with the rest of the UI/Settings available in the game.
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby daft punk 777 » 10 June 2020, 05:31

For Guns : Change For Team Param Of Gun "A" To Team "B"
Vars : Continue Trigger Actions Only If Var "A" Contain (text, or number) "B" (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) Same Thing With - 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.). Continue Trigger Actions Only If Player (AI) "A" Has Selected Slot "B" (weapons slot, can be any - 1, 3, 0, 5; 0 is default).
EDIT : Character : new characters customisation - 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)
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby daft punk 777 » 27 June 2020, 06:39

New
gameplay : dont stop mission if player died. (Sp only) (just like in mp coop maps, player died and you just see ur dead body, you can restart by esc)
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Unreal engine 4 » 28 June 2020, 15:13

theres my idea,
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
https://prnt.sc/wcyjpo
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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Unreal engine 4 » 29 June 2020, 11:19

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.
https://prnt.sc/wcyjpo
You know, you feel better if you know someone loves you. Even it if its a boy.

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Re: 【MegaThread V3】Submit your trigger ideas!

Postby Phant0mB0nnie » 29 June 2020, 16:10

Call trigger 'A' when all characters in team 'B' are dead.
Useful shortcut over variables.

In addition to that, new trigger activation options.

For regions, have them be activated on:
Spoiler: Show More
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:
Spoiler: Show More
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.'
Me in my imagination:
Complete and utter annihilation through superior volume of fire.

Me IRL:
Spoiler: Show More
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