Unit Trigger Object

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Contents

Unit Trigger

Description

This Level Object is used to fire Output events when the Player interacts with the Unit Trigger object. The Unit Trigger can have Quest and Item requirements in order to trigger it.

Location

Right-click on an empty space in the Layout Scene Manager and choose Units > Unit Trigger from the list.

Properties

Name Type Description Read Only
ANIMATION
ANIMATION
string
Set the animation to preview in the editor (doesn't save).
LOOPS
bool
If True the "Animation" will loop (doesn't save).
SPEED
float
Set the playback speed of the "Animation" (doesn't save).
INTERACTIVE CONTROL
CONTROL QUEST
string
Set the Quest that the "Control Type" uses for logic.
CONTROL TYPE
string
Set the Unit Trigger to be enabled or disabled based on the "Control Quest" and "Type".
  • None
  • Quest Active
  • Quest Active or Complete
  • Quest Complete
  • Quest Not Active
  • Quest Not Active or Complete
  • Quest Not Complete
ORIENTATION
FORWARD
CVector3
Forward by X,Y,Z.
RIGHT
CVector3
Right by X,Y,Z.
UP
CVector3
Up by X,Y,Z.
POSITION
POSITION
CVector3
Position by X,Y,Z world coordinates.
PROPERTIES
ENABLED
bool
Set the Unit Trigger enabled or disabled.
FILE
string
The file containing the Unit Trigger model.
true
HIDDEN
bool
Set the Unit Trigger visible or not.
LOCALONLY
bool
If True the state of the Unit Trigger will not be sent to other multiplayer clients.
LOOP STYLE
string
The style of the Unit Trigger loop.
  • Back and Forth
    The Unit Trigger will toggle between State One and State Two when triggered.
  • Cycle
    The Unit Trigger will trigger to State Two and then automatically reset to State One.
  • No Loop
  • The Unit Trigger will trigger to State Two and then be disabled.
MODEL
string
The model of the Unit Trigger.
TEXT
string
The text to display on the Unit Trigger in-game.
PROPERTY
SPAWNCLASS OVERRIDE
string
Set the Spawn Class that will override the default one.
QUESTS
DUNGEON
string
If a Dungeon is specified the Unit Trigger will list any quests related to the Dungeon.
REQUIREMENTS
NUMBER REQUIRED
int
The number of Items required to interact with the Unit Trigger.
REQUIRED ITEM
string
The Item required to interact with the Unit Trigger.
REQUIRED QUEST
string
The Quest required to interact with the Unit Trigger.
REQUIRED QUEST TASK
string
The Quest Task required to interact with the Unit Trigger.
TAKE ITEMS
bool
Remove the "Required Items" from the Player's inventory upon interacting with the Unit Trigger.

Input Events

Enable
Enable the Unit Trigger. The Player can interact with it and the "Text" will appear in-game.
Disable
Disable the Unit Trigger. The Player can't interact with it and the "Text" will not appear in-game.
Show
Set the Unit Trigger to be visible.
Hide
Set the Unit Trigger to be invisible.
Broadcast
Broadcast the Unit Trigger's current state.
Collidable
Set the Unit Trigger to be collidable.
Not Collidable
Set the Unit Trigger to not be collidable.
Reset
Reset the Unit Trigger to its original state.
Reset
Reset the Unit Trigger to its original state.
Trigger
Trigger the Unit Trigger.
Trigger and Send
Trigger the Unit Trigger and broadcast its state.
Set State One
Trigger the Unit Trigger to State One.
Set State Two
Trigger the Unit Trigger to State Two.

Output Events

Enabled
This event will be fired when the Unit Trigger receives an "Enable" Input event.
Disabled
This event will be fired when the Unit Trigger receives a "Disable" Input event.
On Visible
This event will be fired when the Unit Trigger receives a "Show" Input event.
On Invisible
This event will be fired when the Unit Trigger receives a "Hide" Input event.
Required items found
This event will be fired when the Unit Trigger receives a "Trigger" Input event and the Player has the "Required Item".
Required items not found
This event will be fired when the Unit Trigger receives a "Trigger" Input event and the Player does not have the "Required Item".
Hidden
This event will be fired when the Unit Trigger receives a "Show" Input event.
Unhidden
This event will be fired when the Unit Trigger receives a "Hide" Input event.
Post player spawn
This event will be fired after the Player has spawned in the level.
POST PLAYER SPAWN WHEN UNTRIGGERED
This event will be fired after the Player has spawned in the level and the Unit Trigger has not been triggered.
POST PLAYER SPAWN WHEN TRIGGERED
This event will be fired after the Player has spawned in the level and the Unit Trigger has been triggered.
Mouse Entered
This event will be fired when the Player's mouse cursor hovers over the Unit Trigger.
Mouse Leave
This event will be fired when the Player's mouse cursor no longer hovers over the Unit Trigger.
Reset
This event will be fired when the Unit Trigger receives a "Reset" Input event.
Triggered
This event will be fired when the Unit Trigger receives a "Triggered" Input event.
State One
This event will be fired when the Unit Trigger receives a "Set State One" Input event.
  • This event will also be fired when the Unit Trigger receives a "Triggered" Input event and it sets the Unit Trigger to State One.
State Two
This event will be fired when the Unit Trigger receives a "Set State Two" Input event.
  • This event will also be fired when the Unit Trigger receives a "Triggered" Input event and it sets the Unit Trigger to State Two.
Activation Failed
This event will be fired when the Unit Trigger receives a "Trigger" Input event and the Player does not have the "Required Item" or the "Required Quest" is not complete.
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