Character
Every trigger action related to characters.
Here is the list of tables which are related to character category:
4
Change the number of hit points of Character 'A' to 'B' percents.
Change the health of the Character βAβ to percentage βBβ relative to its maximum hit points.
Character
float (0~100)
10
Harm the stability with power 'A' of all Characters located at Region with the name 'B'.
Making the stability of entities unstable by power of βAβ in region βBβ. (when set to 100, character will basically uncontrollable.)
Float
Region
11
Kill all Characters at Region 'B' which are not allied to Character 'A'
Kill everyone who is not allied with Character βAβ in Region βBβ (Kills every characters who is not as same team as the target βAβ.
Character
Region
13
Put Character 'A' into the Vehicle 'B'
Put Character named 'A' into the Vehicle named 'B'.
Character
Vehicle
14
Move Character 'A' to the region 'B' (if Character alive)
Move Character named 'A' to the region 'B' (if Character alive).
Character (Alive only)
Region
23
Set current hit points of Character 'A' to 'B' hit points (not sets hit points of each limb)
Set current hit points of Character 'A' to 'B' hit points. It does not set hit points of each limb.
Character
Float
28
Clone Character 'A' and spawn it in the centre of Region 'B'
Clone Character with name 'A' and spawn it at region 'B'. Use Region's -ID to make random spawn based of left and right borders of Region.
Character
Region
29
Force all enemies of Character 'A' who located in region 'B' hunt for Character 'A'.
Make all characters which are not allied with character βAβ in region βBβ find character βAβ. (Useful for story building)
Character
Region
32
Set βAI Behaviorβ parameter of computer-controlled Character 'A' to value 'B'
Character
Selector
33
Change team of Character 'A' to value 'B'
Switch the character 'A' team to 'B'.
Character
Selector
48
Multiply maximal and current hit points of Character 'A' by 'B' percent. Not for multiplayer.
Multiply the percentage βBβ of current max and current health of that character βAβ.
Character
float (0~100)
52
Change Character 'A' nickname to 'B'
Changing the character name.
Character
String
53
Clone Character 'A' and spawn it in random place in Region 'B'
Clone Character with name 'A' and spawn it randomly at region 'B'. Used for ambushes war.
Character
Region
58
Change Character 'A' skin to 'B'
Character
Selector
59
Set Character 'A' current and max hit points to value 'B'
Set the character 'A' maximum hit points and heal that character to that value 'B'.
Character
Int
60
Force Character 'A' to drop all weapons
One usage is for making character dropping weapons, other usage is debugging purposes.
Character
-
61
Multiply Character 'A' speed by value 'B'
Changing Character βAβ inertia Speed βBβ.
Character
Float
76
Allow Gun 'A' only for characters
Transform the gun to hold-able by characters
Gun
-
88
Change Character 'A' mobility factor to 'B'
How fast/slow your character has to move? (-1 to make stationary characters.)
Character
Float
89
Change Character 'A' armor type to 'B' (0, 1 or 2)
0 is blood 1 is blood + static 2 is static.
Character
Int [0~2]
90
Change blood color of Character 'A' to HEX color 'B'
Changing the color βBβ of blood from character βAβ.
Character
Hex
91
Set horizontal movement on idle Character 'A' to value 'B' (0, -1 or 1)
[Ragdolls] making character βAβ move forwards(1), stationary(0) or backwards(-1)
Character
Int [-1, 1]
92
Set vertical movement on idle Character 'A' to value 'B' (0, -1 or 1)
[Ragdolls] making character βAβ jump(1), stationary(0) or crouch(-1)
Character
Int [-1, 1]
93
Set shoot action on idle Character 'A' to value 'B' (0 or 1)
[Ragdolls] making character βAβ shoot(1) or stationary(0)
Character
Int [0, 1]
94
Force Character 'A' to look at random point in Region 'B'
[Ragdolls] making character βAβ Look at random point of Region βBβ. (If region is big)
Character
Region
97
Force Character 'A' to hunt Character 'B'
Force a character 'A' to target the character 'B', ignoring the previous target.
Character
Character
141
Damage player 'A' head hitpoints by value 'B'
Self-explanatory.
Character
Float
142
Damage player 'A' arms hitpoints by value 'B'
Self-explanatory.
Character
Float
143
Damage player 'A' body hitpoints by value 'B'
Self-explanatory.
Character
Float
144
Damage player 'A' legs hitpoints by value 'B'
Self-explanatory.
Character
Float
164
Change arms model of Character 'A' to model 'B'
Self-explanatory.
Character
Selector
165
Change head model of Character 'A' to model 'B'
Self-explanatory.
Character
Selector
166
Change body model of Character 'A' to model 'B'
Self-explanatory.
Character
Selector
167
Change legs model of Character 'A' to model 'B'
Self-explanatory.
Character
Selector
168
Set Character 'A' color pattern (4 small letters for each body sections, each represents first symbol of color in lowercase. - disables color change for specific section)
Character
String (4 chars only)
Save inventory info of Character 'B' to variable 'A'
Useful to bring the previous weapons players grab to next map. Weapon IDs work like this: [Weapon ID]^[Weapon level]^[Weapon Team]
...
String
Character
Spawn all weapons stored in variable 'A' at position of Character 'B'
String
Character
220
Set Character 'A' scale to value 'B'
How big are you? Default value: 1
Character
Float
221
Set Character 'A' scale to value of variable 'B'
Same as above, but relies on variable βAβ
Character
Var (Float)
222
Set Character 'A' zoom to value 'B'
Control the camera zoom of that character. Default value: 100
Character
Float
247
Save horizontal movement intention of character 'B' to variable 'A'
If character βBβ is walking forward, value 1 will be saved in variable βAβ.
Var [Boolean]
Character
248
Save vertical movement intention of character 'B' to variable 'A'
If character βBβ is jumping, value 1 will be saved in variable βAβ.
Var [Boolean]
Character
249
Save shoot intention of character 'B' to variable 'A'
If character βBβ is shooting, value 1 will be saved in variable βAβ.
Var [Boolean]
Character
254
Attempt healing of player-initiator by 'A' hit points. Stop trigger execution if player-initiator has maximum hit points or died
Customize healing player. Stops when player health is full or dead.
Int
-
255
Heal player 'A' by 'B' hit points
Basically medkit.
Character
Int
256
Heal player 'A' by value of variable 'B'
Same as above, but relies on variable βAβ
Character
Var (Int)
269
Set intensity scale of entity pushing force for player 'A' (default 0)
One punch~ (it is possible if you set it a very high value) Default Value: 0
Character
Float
270
Set radius of entity pushing force for player 'A' (default 200)
It may be possible to make no collision between players who is not alpha team by setting 0. Default Value: 200
Character
Float
271
Set Character 'A' voice preset to 'B'
Imagine noir lime screams like proxy? Voice preset check here.
Character
Selectors
272
Add ghost effect to Character 'A'
CoD: Ghost.
Character
-
273
Remove ghost effect from Character 'A'
CoD: Modern Warfare.
Character
-
280
Apply damage-over-time effect to player-initiator with power 'A' and duration 'B' (30 duration = 1 second)
The poison hp effect.
Float
Int {/30}
281
Remove all effects from player-initiator
Self-explanatory.
-
-
282
Spawn damage particles of Character 'A' at the center of Region 'B'
Particle damage of character βAβ appears is region βBβ.
Character
Region
289
Set Character 'A' color pattern to string-value of variable 'B' (4 small letters for each limb, each represents first symbol of color in lowercase
Character
String
296
Set jump multiplier for player 'A' to value 'B
How high do player jump?
Character
Float
311
Set Character 'A' active weapon slot to 'B'
You can define the character βAβ AI to use weapon slot βBβ.
Character
Int [0~9]?
312
Make Character 'A' drop weapon at current slot
Drop the weapon of that character are holding right now.
Character
-
313
Set variable 'A' to 1 if Character 'B' is dying (variable 'A' becomes 0 in else case)
Check if character 'B' is dying, outputs the "1" to variable 'A'. Otherwise, outputs "0".
Var [boolean]
-
314
Set variable 'A' to 1 if Character-initiator is dying (variable 'A' becomes 0 in else case)
Check if character who execute this trigger is dying, outputs the "1" to variable 'A'. Otherwise, outputs "0".
Var [boolean]
-
315
Set variable 'A' to 1 if Character-killer is dying (variable 'A' becomes 0 in else case)
Check if character who kills the character who execute this trigger is dying, outputs the "1" to variable 'A'. Otherwise, outputs "0".
Var [boolean]
-
316
Set player-initiator team to 'B'
Set the player who executed this trigger to team βBβ.
-
Selector
317
Make Character 'A' unhittable
Set the character βAβ immune to any damage. (Except void damage)
Character
-
318
Make Character 'A' hittable
Set the character βAβ vulnerable to any damage.
Character
-
319
Switch singleplayer control to Character 'A'. Set parameter 'B' to 1 if sound needs to be played
Force switching control to character βAβ. Useful for multi fights.
Character
Boolean [0,1]
320
Disallow weapon drop for Character 'A'
So the character wonβt drop weapon if he died.
Character
-
321
Allow weapon drop for Character 'A'
So the character will drop weapon if he died.
Character
-
323
Call Trigger 'B' when Gun 'A' was fully reloaded while being held by some character
Execute trigger βBβ when the weapon βAβ character holding is reloaded
Gun
Trigger
336
Set variable 'A' to X direction of Character 'B'
Record the var 'A' to value whatever the character'B' looking direction.
Note: this trigger action is bugged
Var [-1 / 1]
Character
345
Enable or Disable Nametag visibility of Character 'A' using parameter 'B'
This controls the visibility of the name tag of Character 'A'.
Character
Boolean
346
Change Character skin of slot-value variable 'A' to 'B'
Get the value from variable 'A', as the slot character, change his skin with selector 'B'.
Var (Int)
Selector
350
Move Character of slot-value variable 'A' to region 'B'
Get the value from variable 'A', as the slot character, move him to region 'B'.
Var (Int)
Region
355
Change head model of Character slot-value variable 'A' to model 'B'
Get the value from variable 'A', as the slot character, change his head model to 'B'.
Var (Int)
Selector
356
Change body model of Character slot-value variable 'A' to model 'B'
Get the value from variable 'A', as the slot character, change his body model to 'B'.
Var (Int)
Selector
357
Change arms model of Character slot-value variable 'A' to model 'B'
Get the value from variable 'A', as the slot character, change his arms model to 'B'.
Var (Int)
Selector
358
Set Character slot-value variable 'A' color pattern (4 small letters for each body section, each represents the first symbol of color in lowercase. - disables color change for a specific section)
359
Change legs model of Character slot-value variable 'A' to model 'B'
Get the value from variable 'A', as the slot character, change his legs model to 'B'.
Var (Int)
Selector
367
Set Character 'A' zoom to variable 'B'
Same as 222, but handled by Variables.
Character
Var (Float)
369
Set Character slot-value variable 'A' zoom to variable 'B'
370
Move Character 'A' to a random place in region 'B'
371
Remove beginning 'A' characters from variable 'B' (-/+)
373
Set Character 'A' stability to value 'B'
374
Set Character 'A' stability to the value of variable 'B'
375
Set variable 'A' to stability of Character 'B'
399
Add ghost effect to Character slot-value variable 'A'
400
Remove ghost effect from Character slot-value variable 'A'
401
Move Character slot-value variable 'A' to start position
403
Set Character slot-value variable 'A' properties to properties of Character slot-value variable 'B' (hitpoints, max hitpoints, mobility, voice, model)
405
Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' doesn't intersect a character
406
Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' intersects a character
409
Set variable 'A' to active gun model of Character 'B'
410
Make Character 'A' drop Gun 'B'
429
Set X speed of Character 'A' to value of variable 'B'
430
Set Y speed of Character 'A' to value of variable 'B'
446
Set Character 'A' Health bar GUI visibility to value 'B'
447
Set Character 'A' Health bar GUI visibility to variable 'B'
451
Change Character 'A' sword life to variable 'B'
455
Change Character 'A' nickname to variable 'B'
456
Change Character 'A' nametag text to variable 'B'
457
Change Character 'A' nametag HEX multiplier to variable 'B'
458
Set disabling of Character 'A' psi swords to parameter 'B'
459
Set disabling of Character slot-value variable 'A' psi swords to parameter 'B'
464
Set Character 'A' current and max hit points to variable 'B'
475
Change Character 'A' health bar HEX multiplier to variable 'B'
495
Save shoot intention of Character slot-value variable 'B' to variable 'A'
496
Save horizontal movement intention of Character slot-value variable 'B' to variable 'A'
497
Save vertical movement intention of Character slot-value variable 'B' to variable 'A'
498
Set Character slot-value variable 'A' current and max hit points to value 'B'
501
Set Character 'A' Health bar GUI visibility to parameter 'B'
502
Set Character 'A' Health bar GUI visibility to parameter variable 'B'
503
Set Character slot-value variable 'A' Health bar GUI visibility to parameter 'B'
504
Set Character slot-value variable 'A' Health bar GUI visibility to parameter variable 'B'
506
Change team of Character slot-value variable 'A' to variable 'B'
507
Change team of Character slot-value variable 'A' to value 'B'
Last updated
Was this helpful?