Difference between revisions of "OnTrigger"
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This block will be run when something triggers the scripted object by colliding with it. If you specify a TriggeringRefID, the block will only run when that specific reference triggers the object; otherwise, the block will run when anything triggers the scripted object. | This block will be run when something triggers the scripted object by colliding with it. If you specify a TriggeringRefID, the block will only run when that specific reference triggers the object; otherwise, the block will run when anything triggers the scripted object. | ||
However, with a Triggerzone, if you are triggering a recurring effect or shader and you do not specify a variable to keep track of if the zone is triggered, the block will continue running (looping) until the triggering ref leaves the zone. Once the ref leaves the zone, the zone will not reset until a reswpawn occurs unless you include a reset block. The reset block can either be timed or reset when the cell respawns. | |||
'''TriggerZone Examples:''' | '''TriggerZone Examples:''' |
Revision as of 17:33, 30 April 2009
Syntax:
begin OnTrigger TriggeringRefID
Example:
begin OnTrigger begin OnTrigger player
This block will be run when something triggers the scripted object by colliding with it. If you specify a TriggeringRefID, the block will only run when that specific reference triggers the object; otherwise, the block will run when anything triggers the scripted object.
However, with a Triggerzone, if you are triggering a recurring effect or shader and you do not specify a variable to keep track of if the zone is triggered, the block will continue running (looping) until the triggering ref leaves the zone. Once the ref leaves the zone, the zone will not reset until a reswpawn occurs unless you include a reset block. The reset block can either be timed or reset when the cell respawns.
TriggerZone Examples:
Timed Reset
short triggered float timer begin onTrigger if triggered == 0 'do something set triggered to 1 set timer to 2 ;2 delay before reset endif end begin gameMode if triggered == 1 && timer <= 0 set triggered to 0 endif if timer >= 0 set timer to timer - getSecondsPassed endif end
Cell Respawn
short triggered begin onTrigger if triggered == 0 'do something set triggered to 1 endif end begin onReset set triggered to 0 end