Region
Every trigger action related to regions.
Here is the list of tables which are related to region category:
0
Force Movable βAβ to Region βBβ
Start moving of door/elevator with Name 'A' from its current position to region with name 'B'. Dimensions of Door and Region must be same.
Movable
Region
2
Quickly move Region with name 'A' to the position of the region with name 'B'
Moving Region βAβ to Region βBβ. The region will aligned on left-top corner.
Region
Region
6
Make damage in Region 'A' with power of 'B' hit points.
Making damage value of βBβ to all entities in region βAβ. Setting it to negative value will heal character over max hit points instead relative to value.
Region
Float
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
12
Destroy all vehicles in Region 'A'
Self-explanatory.
Region
-
14
Move Character 'A' to the region 'B' (if Character alive)
Move Character named 'A' to the region 'B' (if Character alive).
Character
Region
15
Move Gun 'A' to the Region 'B'
Move Gun named 'A' to the Region named 'B'.
Gun
Region
16
Move Barrel 'A' to the Region 'B' (if Barrel not exploded)
Move Barrel named 'A' to the Region named 'B' (if Barrel not exploded).
The barrel will float when moved.
Barrel
Region
18
Move Region 'A' to the Region 'B'.
Move Region 'A' to the Region 'B'. Their centres will be located in the same point.
Region
Region
24
Make an explosion with power 'A' at Region 'B'
Exploding with power βAβ in region βBβ
Int
Region
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
30
Teleport all players from Region 'A' to Region 'B'
Teleports all players from Region 'A' to Region 'B'. Used for teleporting effect.
Region
Region
31
Teleport all players from Region 'A' to Region 'B' and invert speed by X axis (used to avoid loop teleportation)
Same as 30, but inverts the player horizontal speed due to inertia and the way player builds the 2-way teleporter causing the loop teleportation.
Region
Region
53
Clone Character 'A' and spawn it in random place in Region 'B'
Same as 28, but this time the character will spawn random places instead of just centre in region 'B'
Character
Region
56
Flip X speed for all players in region 'A'
Basically add a β-β (minus) sign to X speed, making you move into opposite direction horizontally by the power of inertia.
Region
-
57
Flip Y speed for all players in region 'A'
Basically add a β-β (minus) sign to Y speed, making you into opposite direction vertically by the power of inertia.
Region
-
70
Teleport player-initiator from Region 'A' to Region 'B'
Teleport the player who activates this trigger from region βAβ to region βBβ.
Region
Region
72
Multiply speed of players in Region 'A' by value 'B'
Changing all Character inertia speed βBβ in Region βAβ.
Region
Float
79
Move Region 'A' to player-initiator
Assign a Region 'A' to the position of the player who executed this action.
Region
-
80
Move Region 'A' to player 'B'
Assign a Region 'A' to the position of player 'B'.
Region
Player
83
Move Region 'A' relative to current position along X
Moving the Region 'A' to horizontal, given value.
Region
Float
84
Move Region 'A' relative to current position along Y
Same as 83, but vertically.
Region
Float
87
Move Region 'A' to player-initiator's cursor
Assign a Region 'A' to the position of the player's cursor who executed this action.
Region
-
94
Force Character 'A' to look at random point in Region 'B'
Only works for character (actor) which action is do nothing.
Character
Region
95
Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' is possible
If there's nothing blocking the region 'A' and region 'B', this trigger will executing the next trigger action.
Region
Region
96
Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' is impossible
Same as 95, but this time only executing the next trigger action if there's something (mainly movable) blocking them. Character is not counted for blocking.
Region
Region
98
Move Region 'A' to Movable 'B'
Start moving of region with Name 'A' from its current position to door/elevator with name 'B'. Dimensions of Door and Region must be same.
Region
Movable
118
Set value of variable 'A' to value of region 'B' X position of left-top corner point
Var
Region
119
Set value of variable 'A' to value of region 'B' Y position of left-top corner point
Var
Region
120
Set X position of 'A' region left-top corner point to value of variable 'B'
Same as 118, but this time the variable sets the position of the region.
Region
Var (float)
121
Set Y position of 'A' region left-top corner point to value of variable 'B'
Same as 119, but this time the variable sets the position of the region.
Region
Var (float)
126
Make an explosion with power of value of variable 'A' at Region 'B'
Same as 24, but the value is grab by variable 'A'.
Var (int)
Region
145
Set value of variable 'A' to number of alive players in region 'B'
Count how many player alive in region 'B', then save the result to variable 'A'.
Var (int)
Region
243
Create Map Preview from Region 'A' (only owner can execute this. Prevent execution for other players in order to prevent lag)
For taking photo to become a map preview. Only works on map owner.
Region
-
245
Lock camera at region 'A' (region size must be 800x400 for zoom of 100%) with intensity multiplier 'B' (0..1)
for a 100% zoom, camera size would need 800x400 region.
Multiplier βBβ basically means that the speed of camera moves to that region. 1 is instantly move the camera to the destination.
Region
Float [0 ~ 1]
246
Unlock camera from any region
Return the camera back to the main character.
-
-
259
Move region 'A' to cursor of player 'B'
Assign a Region 'A' to the position of player 'B' cursor.
Region
Player
278
Silently teleport player-initiator from Region 'A' to Region 'B'
Teleport but no teleportation effects and sound.
Region
Region
282
Spawn damage particles of Character 'A' at the center of Region 'B'
Particle damage of character βAβ appears is region βBβ.
Character
Region
283
Play sound 'A' at Region 'B' (volume and stereo effect won't be updated once sound starts)
Only play sound βAβ for players who are at region βBβ.
Selectors
Region
322
Move Region 'A' to Gun 'B'
Expect unsync bugs in multiplayer. Basically assign the region 'A' to the position of gun 'B'.
Region
Gun
344
Change top-left position of decor 'A' to top-left position of region 'B'
Assign the decor 'A' to the top-left position of region 'B'. The position is aligned with top-left position.
Decor
Region
350
Move Character of slot-value variable 'A' to region 'B'
Move the player, which it's slot matches the variable 'A', to region 'B'.
Var (int)
Region
352
Move Region 'A' to lower body of player 'B
Assign the region 'A' to the lower body of player 'B'. Probably the position of pelvis.
Region
Player
370
Move Character 'A' to a random place in region 'B'
Move the character 'A' to any place available in region 'B'.
Character
Region
372
Set variable 'A' to degrees between regions in 'B' (separated by commas)
Given 2 regions, set the first region as starting point, calculate the hypotenuse distance to another region, then count the degrees from x-axis to the hypotenuse line.
Var
Region (A, B)
381
Draw line on current graphic from top-left of region 'A' to top-left of region 'B'
put two regions at a distance, and this trigger will draw a line from top left of region 'A' to top left of region 'B'.
Region
Region
386
Draw circle on current graphic at top-left of region 'A' with radius 'B'
Draw a circle with radius 'B', at top left of the region 'A'.
Region
Float
389
Set starting position of graphic with name 'A' to region 'B'
Set the graphic 'A' starting point to region 'B'.
Graphic
Region
390
Draw line from current position of graphic with name 'A' to top-left region 'B'
Draw a line from graphic 'A', which is by it's current pen position, to top left region 'B', as destination.
Graphic
Region
391
Move Water 'A' to Region 'B'
Start moving of water with Name 'A' from its current position to region with name 'B'. Dimensions of water and region must be same.
Water
Region
395
Move region 'A' to game camera
For best result, it's better to make region 'A' as 800x400. Assign the region 'A' to player's camera, who executes this trigger action.
Region
-
397
Set variable 'A' to distance between 2 regions in 'B' (separated by commas)
Given 2 regions, set the first region as starting point, calculate the hypotenuse distance to another region, thus store the result to variable 'A'.
Var (float)
Region (A, B)
406
Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' doesn't intersect a character
If there's no character blocking the region 'A' and region 'B', this trigger will executing the next trigger action.
Region
Region
407
Continue execution of this trigger only if tracing from center of Region 'A' to center of Region 'B' intersects a character
Same as 406, but this time only executing the next trigger action if there's a character blocking them.
Region
Region
440
Initiate region 'A' using character 'B' as initiator
Initialize the position of region 'A' to character 'B' position.
Region
Character
461
Clone Barrel 'A' and spawn it at centre of Region 'B'
Clone the barrel 'A', and put that barrel at centre of region 'B'.
Barrel
Region
480
Move region 'A' relative to current position along variable 'B' X
Move (+/-) the region 'A' based on the value from variable 'B' horizontally.
Region
Var (float)
481
Move region 'A' relative to current position along variable 'B' Y
Move (+/-) the region 'A' based on the value from variable 'B' vertically.
Region
Var (float)
487
Destroy all projectiles in region 'A'
Remove all projectiles in that region. Useful for avoiding projectiles shoots to next level.
Region
-
488
Move projectiles in region 'A' to region 'B'
Do you know that the projectiles can teleport themselves nowadays?
Region
Region
489
Spawn teleport particle at the center of Region 'A'
Just the visual effects of teleportation.
Region
-
490
Multiply all projectiles' speed in region 'A' to value 'B'
Increase the speed (multiplicative) of projectiles in region 'A' using value 'B'.
Region
float
492
Continue execution of this trigger only if Region 'A' contains projectiles
This trigger will executing the next trigger action if the region 'A' has projectiles.
Region
-
493
Continue execution of this trigger only if Region 'A' doesn't contain projectiles
Same as 492, but this time if the region 'A' doesn't have projectiles.
Region
-
494
Clone Gun 'A' at center of region 'B'
Copy and Paste the gun 'A' into the center of the region 'B'.
Gun
Region
511
Change region 'A' button status to value 'B' (used/unused)
Visual effects used or unused. 0 - used 1 - unused
Region
Bool (0, 1)
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