Difference between revisions of "OnTrigger"
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imported>Aellis m (added triggerzone explanation) |
imported>QQuix (Clarified the text related to TriggerZones) |
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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, the block will continue running every frame until all triggering refs leave the zone. | |||
''' | If you want the code to run only once when triggered, you should specify a variable to register when the zone is triggered and a reset block to turn it off and allow the code to run again later on. The reset block can either be timed or reset when the cell respawns. | ||
'''Examples:''' | |||
'''Timed Reset''' | '''Timed Reset''' | ||
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begin gameMode | begin gameMode | ||
if triggered == 1 | if triggered == 1 | ||
if timer <= 0 | |||
set triggered to 0 | |||
else | |||
set timer to timer - getSecondsPassed | |||
endif | |||
endif | endif | ||
end | end | ||
'''Cell Respawn''' | '''Reset on Cell Respawn''' | ||
short triggered | short triggered | ||
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set triggered to 0 | set triggered to 0 | ||
end | end | ||
==Notes== | |||
*This delay is particularly needed when the TriggerZone is used to move the player. If a [[MoveTo]] is used on the player within the OnTrigger block, the code runs one extra time next frame and, without the delay, will move the player again, and again, ... , causing the game to (pratically) freeze. | |||
==See Also== | ==See Also== |
Latest revision as of 18:35, 30 July 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, the block will continue running every frame until all triggering refs leave the zone.
If you want the code to run only once when triggered, you should specify a variable to register when the zone is triggered and a reset block to turn it off and allow the code to run again later on. The reset block can either be timed or reset when the cell respawns.
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 if timer <= 0 set triggered to 0 else set timer to timer - getSecondsPassed endif endif end
Reset on Cell Respawn
short triggered begin onTrigger if triggered == 0 'do something set triggered to 1 endif end begin onReset set triggered to 0 end
Notes[edit | edit source]
- This delay is particularly needed when the TriggerZone is used to move the player. If a MoveTo is used on the player within the OnTrigger block, the code runs one extra time next frame and, without the delay, will move the player again, and again, ... , causing the game to (pratically) freeze.