> For the complete documentation index, see [llms.txt](https://eaglepb2.gitbook.io/pb2-editor-manual/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://eaglepb2.gitbook.io/pb2-editor-manual/tools/add-region.md).

# Add Region

Regions play an important role in maps. When a region is connected to a trigger, or the trigger activates what goes on in the region, this basically programs the whole game.

![](/files/-MFthfZuENmw2aX0js0V)

First, make the region. Now, you may notice that there are two important options in there: "Activation Trigger" and "Activation On".

Activation Trigger basically shows that whatever activates this region, will activate a trigger. For example, a player will walk into *Region 1*, which activates *Trigger 1*. In short, what trigger this region is for.

Activation On focuses on what will activate the region to activate a trigger.

<table><thead><tr><th width="111">ID</th><th width="147">Display Name</th><th>Usage</th></tr></thead><tbody><tr><td>0</td><td>No activation</td><td>Just a plain region. Default will be this.</td></tr><tr><td>1</td><td>"USE" key (with button)</td><td>This is the most commonly used activation. This will show a green button with the word "USE" on it and is activated by "E". This will then activate the trigger's action.</td></tr><tr><td>2</td><td>Character not in a vehicle</td><td>This is used for activating a character that is not in a vehicle, to go in a vehicle.</td></tr><tr><td>3</td><td>Character in a vehicle</td><td>This is used for activating a character to go out of the current vehicle they are in.</td></tr><tr><td>4</td><td>Character</td><td>This is activated by probably either an NPC or a Player.</td></tr><tr><td>5</td><td>By movable</td><td>This activation is used when a movable enters the region or passes by the region. An example: An elevator (Movable 1) passes by Region 1, which then activates Trigger 1. (Note: The region does not need to be the same size as the movable)</td></tr><tr><td>6</td><td>Player</td><td>This activation works when a player walks into the region, which then activates the trigger.</td></tr><tr><td>7</td><td>Containing all single-player heroes</td><td>Only activates the trigger when all allies are in same region.</td></tr><tr><td>8</td><td>"USE" key (without button)</td><td>This is used mainly for secrets and easter eggs in a map, especially in SAW/Escape maps. This activation usually activates a trigger with a special cause.</td></tr><tr><td><p>9(red)</p><p>10(blue)</p></td><td>"USE" key, only Red/Blue team (with button)</td><td>With new game plays coming in the future, or if you just want your map being a TDM, these buttons are only activated by their respective team players. However, if these are used in a deathmatch map, any player can activate them (although the "USE" on the button doesn't disappear).</td></tr><tr><td><p>11(red)</p><p>12(blue)</p></td><td>"USE" key, only Red/Blue team (without button)</td><td>Same as "USE" key (without button), but only for their respective team players. Rarely used.</td></tr><tr><td><p>13(red)</p><p>14(blue)</p></td><td>Red/Blue team Player</td><td>Only Red/Blue players can walk into a specific region and activate its trigger. Commonly seen in "Five Nights at Freddy's" themed maps.</td></tr><tr><td>15</td><td>"USE" key, without sound (without button)</td><td>Mostly used in doors decors. Combined with silent teleport trigger action type.</td></tr><tr><td>16</td><td>projectiles/<br>swords</td><td>Activates the trigger when there's any projectiles or player swinging his sword inside the region.</td></tr><tr><td>17</td><td>Actors only</td><td>This activation works when an actor walks into the region, which then activates the trigger.</td></tr><tr><td>18</td><td>Actors, not allied to player</td><td>This activation works when an actor (enemy) walks into the region, which then activates the trigger.</td></tr></tbody></table>

{% hint style="info" %}
For 16\~18, players had to manually enter the numbers in text mode to make it work, the selection don't have those exist.
{% endhint %}


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