This is a new thread continued over from the first TriggerPack. as i continue on the pack ill be updating this thread to keep you in the loop. eventually ill turn this First Post into a List of Triggers, their descriptions, how to use em, etc. but im still working out the bugs and stuff and renaming/changing/adding variables so it would just be a wait of time to do them all right now. for now ill add placeholders for the triggers along with basic descriptions.
Warning there is a lot of triggers and crap... and a lot of them arn't even listed... the pack has gotten pretty big....
FA_AutoTrigger
FA_Counter
FA_ItemSpawner
FA_ForceRespawner
FA_LoopTrigger
FA_ConditionalLoop
FA_Switch
FA_Multi_Conditional
FA_CompairConditions
FA_Con_GameDifficulty
FA_Con_GameTime
FA_Con_PawnsinArea
FA_Con_PlayerCount
FA_Con_WaveNum
FA_CON_UseTrigger_Pay
FA_RandomTrigger
FA_Relay_Plus
FA_ResetER
FA_Shooter
FA_Spawner
FA_spawnpoint
FA_StoryLines
FA_TriggerChance
FA_VariableTimer
kfDoorMoverPlus
Warning there is a lot of triggers and crap... and a lot of them arn't even listed... the pack has gotten pretty big....
Spoiler!
FA_AutoTrigger
Spoiler!
this trigger is fired automatically, either before the game starts or for the moment the game starts after the lobby screen.....
EventsToFire - an array of Events to fire
StartOnHumanSpawn - if true it'll wait untill after lobby screen to fire the events False fires them just before the lobbyscreeen.
EventsToFire - an array of Events to fire
StartOnHumanSpawn - if true it'll wait untill after lobby screen to fire the events False fires them just before the lobbyscreeen.
FA_Counter
Spoiler!
my Version of the Counter... a few extra things to playwith.
EachTriggeredEvent - *Special use* i put this in simply so you can create Counter Stacks lol this event fires every time the count increases from being triggered.
FinishedEvent - the Event to fire after we reached our count
IncrementOnReset - how much to increase/Decrease the NumToCount after we reached our Count
NumToCount - how many times do we need to be triggered to fire our FinishedEvent
StopAtNumToCount - True makes it so it doesn't reset back to 0 after we fire our FinishedEvent, False means it'll reset to 0 after we reached our NumtoCount After we fired our FinishedEvent and will Add/Subtract our IncrementOnReset
EachTriggeredEvent - *Special use* i put this in simply so you can create Counter Stacks lol this event fires every time the count increases from being triggered.
FinishedEvent - the Event to fire after we reached our count
IncrementOnReset - how much to increase/Decrease the NumToCount after we reached our Count
NumToCount - how many times do we need to be triggered to fire our FinishedEvent
StopAtNumToCount - True makes it so it doesn't reset back to 0 after we fire our FinishedEvent, False means it'll reset to 0 after we reached our NumtoCount After we fired our FinishedEvent and will Add/Subtract our IncrementOnReset
FA_ItemSpawner
Spoiler!
when triggered it'll spawn 1 of many items you decide, based on weights. you can even spawn Ammo boxes here, i made a modified version of the KFAmmoPickup called FA_AmmoPickup that can be spawned... other then spawnability the ammoPickups are exactly the same..
ItemRespawnOps
RespawnTime - Amount of time in seconds our spawned items take to respawn
SpawnRespawns - if true our spawned items Respawn if false they don't, after they are picked up they are gone for good
items - an array of stuff our spawner will choose from you can even choose to spawn ammoboxes just make sure you use the FA_AmmoPickup... KFAmmoPickUp WON"T WORK
PickedUpEvent - the event to fire when someone picks up one of our spawned items....
Weight - similar to KFRandomSpawn these are the numbers the spawner will take into account to choose which item to spawn...
ex.
items(1)=Axe
items(2)=Pistol
Weight(1)=2
weight(2)=1
(1)\(1+2)= 66.6_% chance of being choosen
(2)\(1+2)=33.3_% chance of being choosen
ItemRespawnOps
Spoiler!
RespawnTime - Amount of time in seconds our spawned items take to respawn
SpawnRespawns - if true our spawned items Respawn if false they don't, after they are picked up they are gone for good
items - an array of stuff our spawner will choose from you can even choose to spawn ammoboxes just make sure you use the FA_AmmoPickup... KFAmmoPickUp WON"T WORK
PickedUpEvent - the event to fire when someone picks up one of our spawned items....
Weight - similar to KFRandomSpawn these are the numbers the spawner will take into account to choose which item to spawn...
ex.
items(1)=Axe
items(2)=Pistol
Weight(1)=2
weight(2)=1
(1)\(1+2)= 66.6_% chance of being choosen
(2)\(1+2)=33.3_% chance of being choosen
FA_ForceRespawner
Spoiler!
When Triggered it'll Respawn Dead/living bots/players within certain areas or everywhere at any spawnpoint or specified ones.. depends on how you set it up... lots of options..
AreaSize - this is a Defined area for the respawner to check for *tip use the cubebuilder tool to decide the size then center the forcerespawner inside the cube then move both the builder brush and the forcerespawner at the same time*
DefinedPlayerStarts- the tags of the player starts you want this forcerespawner to spawn players at..
GiveDefaultInv- true- gives players the default inv... pistol,syringe,welder,knife... false gives them NOTHING
OnlyDeadPlayers-true: Totaly Ignores anyArea Defined and just Respawns the Dead, False means it'll Respawn Living(Optionally only in certain areas) and Dead(Anywhere)
OnlyWithinArea- true makes the Respawner only RespawnPlayers within definedareas and our Area(AreaSize)
OtherAreas- you can have this respawner check other areas useing the FA_Con_PawnsInArea actors
RespawnPlayers=shouldWe?
respawnBots=Should we Respawn "Bots" or "KFFriendlyAI"???
selfDefinedSpots -Should we respawn only those in defined areas?
AreaSize - this is a Defined area for the respawner to check for *tip use the cubebuilder tool to decide the size then center the forcerespawner inside the cube then move both the builder brush and the forcerespawner at the same time*
DefinedPlayerStarts- the tags of the player starts you want this forcerespawner to spawn players at..
GiveDefaultInv- true- gives players the default inv... pistol,syringe,welder,knife... false gives them NOTHING
OnlyDeadPlayers-true: Totaly Ignores anyArea Defined and just Respawns the Dead, False means it'll Respawn Living(Optionally only in certain areas) and Dead(Anywhere)
OnlyWithinArea- true makes the Respawner only RespawnPlayers within definedareas and our Area(AreaSize)
OtherAreas- you can have this respawner check other areas useing the FA_Con_PawnsInArea actors
RespawnPlayers=shouldWe?
respawnBots=Should we Respawn "Bots" or "KFFriendlyAI"???
selfDefinedSpots -Should we respawn only those in defined areas?
FA_LoopTrigger
Spoiler!
When Triggered it fires and event repeatedly for a certain amount of times or until triggered again
ZeroDelayStart - TRUE= Start with no initial delay || FALSE= Start With the Delay then fire the first loop.
NumOfLoops - Number of Loops We will Pass before we go idle.. Set at 0 or -1 to make it loop until triggered again
LoopDelay - Delay Between loops. *Try to avoid really low numbers like 0.005 or it can cause problems.... sometimes you can get away with it if what it triggers does very little*
EventToFire- what even shall we fire each Loop: Ex. a Force Respawner to Override KF Game Rules
ZeroDelayStart - TRUE= Start with no initial delay || FALSE= Start With the Delay then fire the first loop.
NumOfLoops - Number of Loops We will Pass before we go idle.. Set at 0 or -1 to make it loop until triggered again
LoopDelay - Delay Between loops. *Try to avoid really low numbers like 0.005 or it can cause problems.... sometimes you can get away with it if what it triggers does very little*
EventToFire- what even shall we fire each Loop: Ex. a Force Respawner to Override KF Game Rules
FA_ConditionalLoop
Spoiler!
just like LoopTrigger but it is linked to a FA_Conditional so it is stoped whenever that conditional is switched(on/off bEnabled/!bEnabled true/Fals whatever you want to call it) i think it's usefull
FA_Conditon the Tag of a FA series Conditional. it can be a multi-conditional, switch, PawnsInArea, etc. any of the FA Series Cons. this is the Conditional it'll check for in each loop. if the state of the conditional changes during the Loops it'll stop
AttemptRetryTime *Special Use* this is a nifty option to have the trigger Check if the FA_Condition has changed back to it's original state it had when this conditional loop was triggered. 1=one second
leave at 0 to have it not do this.
FA_Conditon the Tag of a FA series Conditional. it can be a multi-conditional, switch, PawnsInArea, etc. any of the FA Series Cons. this is the Conditional it'll check for in each loop. if the state of the conditional changes during the Loops it'll stop
AttemptRetryTime *Special Use* this is a nifty option to have the trigger Check if the FA_Condition has changed back to it's original state it had when this conditional loop was triggered. 1=one second
leave at 0 to have it not do this.
FA_Switch
Spoiler!
a FA_Conditional that is a very simple ordinary true/false on/off ....well switch... can act as a usetrigger and will turn itself true/false accordingly
bUseTriggered- can the player press use on this to switch on?
MoneyCostAmount - Amount of Pounds it costs to use this.... only useable if bUseTriggered is =true and is used by a player
PlayersOnly - Only Players Can use us... *Yes Zeds and Friendly Bots WILL use this if they walk by and PlayersOnly is Not true*
TouchMessage message the player will get for Touching the Switch... ex. *Activate Generator*
ToggleEvent - this is the even fired everytime the switch state on/off is changed either by trigger or player use.
Events->Event is Now Only Fired IF used by a player... Triggering this Switch will only fire the ToggleEvent
doesn't sound very usefull but trust me i did extensive testing with this.. it's a must...
bUseTriggered- can the player press use on this to switch on?
MoneyCostAmount - Amount of Pounds it costs to use this.... only useable if bUseTriggered is =true and is used by a player
PlayersOnly - Only Players Can use us... *Yes Zeds and Friendly Bots WILL use this if they walk by and PlayersOnly is Not true*
TouchMessage message the player will get for Touching the Switch... ex. *Activate Generator*
ToggleEvent - this is the even fired everytime the switch state on/off is changed either by trigger or player use.
Events->Event is Now Only Fired IF used by a player... Triggering this Switch will only fire the ToggleEvent
doesn't sound very usefull but trust me i did extensive testing with this.. it's a must...
FA_Multi_Conditional
Spoiler!
personally my favorite trigger. this Does NOT have to be triggered. fired automatically when a series of Switches, CampairConditions, or even other Multi_Condtionals become true.. and my fav feature is that all Fa_Conditionals have a variable called ConditonalValue so a condition does not have to be equal to 1 true event. this allows certain Conditions to be of Negative Value. ex. door breaks, ammo picked up.. eta... so if you have 6 linked conditionals you can only require 2 of them to be true or whatever you want.. very usefull for Psuedo Objectives.
this can also be used to create sort of functions thanks to what i call a EventStack. that can be automatically looped
via loop trigger that triggers this. a pulse then gets sent to every connected conditional in the stack. so you can create sort of functions via triggers....... all you have to do is trigger the top of the stack.. so you can create an eventStack function that will check various condtions( players over there, monsters here, etc) that depending on the results will trigger a spawner of helpers and turn on/off player starts... creates very dynamic gameplay with a single event =D
OtherConditions - our list of FA Series Condtionals yes you can even do other Multi_Condtionals
TriggeredForcesOn- *Special Use* True= when the Multi-con is Triggered it'll Set it's State to On Reguardless of otherCondtions || FALSE= operates Automatically. the OtherCondtionals will send their states to the Multi_Condtional and when it gets what it wants it turns on/off
EventPrice - how many points do we need to be turned on... Leave at 0 to make it so that ALL of our OtherConditions must be switched in order that we get turned on.
EnabledEvent - Fire this when we turn on.
DisabledEvent - Fire this when we get turned off... yes they are seperate events....
this can also be used to create sort of functions thanks to what i call a EventStack. that can be automatically looped
via loop trigger that triggers this. a pulse then gets sent to every connected conditional in the stack. so you can create sort of functions via triggers....... all you have to do is trigger the top of the stack.. so you can create an eventStack function that will check various condtions( players over there, monsters here, etc) that depending on the results will trigger a spawner of helpers and turn on/off player starts... creates very dynamic gameplay with a single event =D
OtherConditions - our list of FA Series Condtionals yes you can even do other Multi_Condtionals
TriggeredForcesOn- *Special Use* True= when the Multi-con is Triggered it'll Set it's State to On Reguardless of otherCondtions || FALSE= operates Automatically. the OtherCondtionals will send their states to the Multi_Condtional and when it gets what it wants it turns on/off
EventPrice - how many points do we need to be turned on... Leave at 0 to make it so that ALL of our OtherConditions must be switched in order that we get turned on.
EnabledEvent - Fire this when we turn on.
DisabledEvent - Fire this when we get turned off... yes they are seperate events....
FA_CompairConditions
Spoiler!
when triggered it compairs 2 conditionals via a specified logic gate :
OR,//True if A is true, or B is true, or both
AND,//true if and only if both A and B are true
XOR, // True if A is not equal to B
ANOTB,//A Must be True and B must be False :: Rare Use BUt i Figured Why Not
NOR // True if neither A nor B
if true then it turns on
ConditionA - our First FA Series conditional to compair
CondtionB - Our Second One
LogicGateType - Durp
TrueEvent -durp
FalseEvent- durp
OR,//True if A is true, or B is true, or both
AND,//true if and only if both A and B are true
XOR, // True if A is not equal to B
ANOTB,//A Must be True and B must be False :: Rare Use BUt i Figured Why Not
NOR // True if neither A nor B
if true then it turns on
ConditionA - our First FA Series conditional to compair
CondtionB - Our Second One
LogicGateType - Durp
TrueEvent -durp
FalseEvent- durp
FA_Con_GameDifficulty
Spoiler!
when triggered it checks gamedifficulty and compairs to specified diff and compairs the 2 with a certain logicgate. but can act as a relay based of difficulty Hard->HardEvent ; HOE->HOEEvent etc...
Difficulty - what dif to we want to compair to the Actual Game Dif
EventsForDiff- this can be a Relay Based on Difficulty so these are the Events that will get fired based on what dif it is..
DifGreater - True= Difficulty must be >= to Actual Diff FALSE= <=
TrueEvent- Durp
FalseEvent- Durp
Difficulty - what dif to we want to compair to the Actual Game Dif
EventsForDiff- this can be a Relay Based on Difficulty so these are the Events that will get fired based on what dif it is..
DifGreater - True= Difficulty must be >= to Actual Diff FALSE= <=
TrueEvent- Durp
FalseEvent- Durp
FA_Con_GameTime
Spoiler!
when triggered it compairs desired gametime to actual gametime... gametime being begining of level to current moment
SecondsPassed- GameTime in Seconds we Desire to Check For
LongerThen - True= >= to Actual GameTime || False= <=
TrueEvent- Durp
FalseEvent- Durp
SecondsPassed- GameTime in Seconds we Desire to Check For
LongerThen - True= >= to Actual GameTime || False= <=
TrueEvent- Durp
FalseEvent- Durp
FA_Con_PawnsinArea
Spoiler!
when triggered it checks if there is a certain amount of a specified pawn or anypawn within a certain LD Defined Area...
LogicGateType - should be Self-Explainitory
SizeOfArea - kind of like useing the cube builder. with the Conditional being the Origin of the Cube... i find it easier to use a Cube Brush size it to what i want place it where i want then place the Condtional in the center of the cube then set the SizeOfArea exactly like the cube brush.. z=Height x=Depth y=Breadth
PawnToCheckFor- specific pawn type to check for...... Set to NONE to check ALL Pawns
CountFor- We Compair Actual to CountFor Counts via the LogicGateType..
AliveOnly Only Count Living Pawns???
AreWeActive Used by the ForceRespawner. Should we be Initially be useable by ForceRespawners? Triggering this Condtional switches this on/off just like the TriggerablePlayerStarts
TrueEvent- Durp
FalseEvent- Durp
LogicGateType - should be Self-Explainitory
SizeOfArea - kind of like useing the cube builder. with the Conditional being the Origin of the Cube... i find it easier to use a Cube Brush size it to what i want place it where i want then place the Condtional in the center of the cube then set the SizeOfArea exactly like the cube brush.. z=Height x=Depth y=Breadth
PawnToCheckFor- specific pawn type to check for...... Set to NONE to check ALL Pawns
CountFor- We Compair Actual to CountFor Counts via the LogicGateType..
AliveOnly Only Count Living Pawns???
AreWeActive Used by the ForceRespawner. Should we be Initially be useable by ForceRespawners? Triggering this Condtional switches this on/off just like the TriggerablePlayerStarts
TrueEvent- Durp
FalseEvent- Durp
FA_Con_PlayerCount
Spoiler!
same as FA_Con_GameDifficulty but with playerCount(NOT BOTS JUST ACTUAL PLAYERS)
GateType - Self Explainitory
NumPlayers - what we want to compair too
NumPlayersADV - Advanced Checking params
---------LivePlayersOnly -Count Only Living Players? ::false Means Dead and Living.. True Player Count.
---------percentageChecking - Check by Player Living ratio
---------Percentage -Percent living. ex. we set this to 0.75 so that means 75% must be alive and 25% must be dead.. we have 4 players one is dead 1/4=0.25 100%-25%=75% so we are good to fire the TrueEvent
TrueEvent- Durp
FalseEvent- Durp
GateType - Self Explainitory
NumPlayers - what we want to compair too
NumPlayersADV - Advanced Checking params
---------LivePlayersOnly -Count Only Living Players? ::false Means Dead and Living.. True Player Count.
---------percentageChecking - Check by Player Living ratio
---------Percentage -Percent living. ex. we set this to 0.75 so that means 75% must be alive and 25% must be dead.. we have 4 players one is dead 1/4=0.25 100%-25%=75% so we are good to fire the TrueEvent
TrueEvent- Durp
FalseEvent- Durp
FA_Con_WaveNum
Spoiler!
same as FA_Con_GameDifficulty but with the current wave
TrueEvent- Durp
FalseEvent- Durp
TrueEvent- Durp
FalseEvent- Durp
FA_CON_UseTrigger_Pay
Spoiler!
Preset FA_Switch with a usetrigger_pay Set up, Pay as in it charges the player who uses it a certain amount of money, and if they don't have enough..... no money no honey
FA_RandomTrigger
Spoiler!
when triggered it chooses an event to fire based on weights
EventChoices - choices our randomtrigger will choose from
Weights - wieghts for the Events Choices [2]links with Event[2]
EventChoices - choices our randomtrigger will choose from
Weights - wieghts for the Events Choices [2]links with Event[2]
FA_Relay_Plus
Spoiler!
this fires as many events as you specify. it mainly for Convience. but wait thats not all you can specify independent events for the events. and thats not all it can be set up as a rotory and you can choose how many to fire each 'turn'
Events - the events that will fire
OnlyONCE- after we fire we can't be triggered again unless reset manually by a FA_ResetER
Rotary- set this as a Rotory
TurnEventsCount- how many events are fired in each turn if Rotory=True
========================================================
Array A[4]
turnEventsCount 3
------------------
when triggered it'll initially fire the first 3 in the array
A[0],A[1],A[2]
triggered again it'll fire the next 3 in the array
A[3],A[4],A[0]
notice how it'll go back to A[0] because there is no A[5]
--------------------------------------------------------
Tho you can Just Keep TurnEventsCount at default 1
if you only want to trigger the events one at a time
========================================================
Events - the events that will fire
OnlyONCE- after we fire we can't be triggered again unless reset manually by a FA_ResetER
Rotary- set this as a Rotory
TurnEventsCount- how many events are fired in each turn if Rotory=True
========================================================
Array A[4]
turnEventsCount 3
------------------
when triggered it'll initially fire the first 3 in the array
A[0],A[1],A[2]
triggered again it'll fire the next 3 in the array
A[3],A[4],A[0]
notice how it'll go back to A[0] because there is no A[5]
--------------------------------------------------------
Tho you can Just Keep TurnEventsCount at default 1
if you only want to trigger the events one at a time
========================================================
FA_ResetER
Spoiler!
when Triggered it resets Specified Actors to their Origional State,Postion,whatever they had at beginning of level. usefull for reseting ....lets call them wave template, so instead of copy pasting triggers/events that happen mulitple times just reset those triggers and crap back to normal... this is yet another Convience trigger.
Triggers - what to reset... in thoery should work on ai, movers, etc... untested on everything except triggers tho..
FinishedEvent- Fired After reseting is complete
Triggers - what to reset... in thoery should work on ai, movers, etc... untested on everything except triggers tho..
FinishedEvent- Fired After reseting is complete
FA_Shooter
Spoiler!
too many options to explain in detail but basically it Fires a specified amount of Projectiles as a certain rate with a accuracy option as well as a jitter option(to Simulate many enemies) but thats not all it can act as a shotgun and first a certain amount of projects each time it 'fires'
FA_Spawner
Spoiler!
kind of like valves NPC_Spawner... you can define how many of what to spawn at specified FA_SpawnPoints at a specified variable rate, and you can specify how many can be alive at a time... so even tho it has 50 left to spawn the max alive is 10 and we have 10 that are still alive.. when 1 dies it'll spawn another... =) very neat
FA_spawnpoint
Spoiler!
this is what the FA_Spawner uses to spawn NPCs/Pawns you can overide what it spawns at this specific point and you can set weights and reusedelays for better controll over the spawns..
FA_StoryLines
Spoiler!
a series of messages, delays, and events... that make story lines... eh it's pretty self explainitory after the variables are given to you... i'll get to that later.
FA_TriggerChance
Spoiler!
when triggered it has a specifed chance to fire it's event..
FA_VariableTimer
Spoiler!
when triggered it fires it's event after an amount decided based on defined Min/max time
kfDoorMoverPlus
Spoiler!
a Normal KFDoorMover with a lot of Event options and Specifcs....it's pretty impressive.... lol
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