Plazma Burst 2 Map Editor Manual
地图编辑器手册v.5.5.3
地图编辑器手册v.5.5.3
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On this page
  • Tutorials
  • Opening a door —— pushing door away from path
  • Closing a door —— pushing door towards from path
  • Repeating doors —— moving doors infinitely.
  • ∞ moving doors —— moving doors infinite automatically.
  • Speeding doors —— moving doors with different velocity.
  • Assignments

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  1. Tables of Level Editor
  2. 触发器表格

Basic Movable Tutorial

Moving a door to something you want.

Previous触发器表格NextScenario Tutorial

Last updated 2 years ago

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Trigger usage used: -> Force Movable ‘A’ to Region ‘B’ -> Change Speed of Movable 'A' to value 'B'

Moving a door is considered many people first step to get learn about triggers. It's basically equality of "making your first 'hello world' program".

Actually in 2020 era, making a door is simple as well that everyone should know how to build a very simple working door.

Tutorials

Opening a door —— pushing door away from path

Step 1: prepare a trigger, a movable and a region, and place like this:

The moving mechanism of door is basically moves from the "ID" as the center motion and move to the destination. So if you made different sizes of movable and region (not sure why you want to do that), the door will end up stop on the middle of the region (which is the ID).

It's good to know that your movable is "starting point", and the region is the "destination point".

Step 2: LMB on the trigger, and press "do nothing" on your first action 1 type. Yes, this is where we make logics.

Step 3: navigate Movable > Force Movable 'A' move to region 'B' which normally relies on the first line in "all" category or just search the keywords.

Normally the parameter A and parameter B is auto filled up. But reminder that the system is not reading your mind that he knows what do you want. That's because there are only the 1 single movable and 1 single region available there.

If you don't trust me, you can try to create a second region, then repeat step 3 and you would know what I mean.

Step 4: Click the parameter A to the movable, and parameter B to the region.

Step 5: Although we had done the moving part, but we have nowhere to execute that trigger. Now let's add another region in front of player. And do the following.

Step 6: There you go. Save the map and test it.

Summary:

  1. Trigger run trigger actions, which do some magic stuff.

  2. Trigger actions takes in Parameters to tell the trigger action who to target with.

  3. We need a region (or a timer) to execute a trigger to run it's trigger actions.

Closing a door —— pushing door towards from path

Basically it works as same as opening a door, but with some added actions.

Still remember movable as starting point, and the region as destination? To make a movable going back to its position, we need another region to tell the movable move to that direction too.

As your movable goes, the system wouldn't remember the initial position of the door, so you need another "node" at its start point to remind the door.

But as you guys are reading my manual, I will giving you the faster method which is fast enough that we don't have to repeat the boring stuff again.

Step 1: hold your ctrl button and click the destination region, execute region and the trigger.

It is advisable that you should click the region first before pressing ctrl to press the trigger, otherwise the wall will get selected too. If you are somewhat weird taste that putting trigger into walls, you can hold ctrl to press both trigger and region, then release the ctrl, then hold alt and click on the wall to deselect it.

Step 2: Use your magical copy and paste to copy the whole thing, then adjust them.

Step 3: If you had done rebinding the movable and region in previous tutorial, the activation trigger inside the newly pasted execution region will auto bind to newly pasted trigger, meanwhile the parameter B in that new trigger is automatically pasted the newly pasted destination region.

If the parameter B in new trigger still kept the old region, that means you didn't rebind the region and movable at first in old trigger. At that time all you need to do is rebind the parameter B in new trigger instead, no worries.

Step 4: Save the map, and test the results.

Summary:

  1. By copying the components which is hooked each other, they will stay connected together.

  2. You can speed up your repeating process by just copy and pasting the components.

Repeating doors —— moving doors infinitely.

A door will be useless if it is only able to open and close for a single time only, which sucks a lot.

This tutorial shows how to make a door able to open and close profusely and make it at least function-able.

Step 1: either drag towards to trigger OR ctrl and LMB both trigger we had done in previous tutorial.

Step 2: Look at the Max calls section. it will show as "..." instead of 1, which is totally normal. Click that "..." section.

By clicking "Infinitive, the max calls will set to -1 which has unlimited times to run the same thing. Otherwise you can use "# calls" to type how many calls do you want.

Step 3: Suggest copying the both execution region and move to other side to balance the door.

This time, as we don't have other components to copy with (such as triggers), so the activation on will stay on same, so no worries.

Step 4: Save the map and test it.

Summary

  1. Trigger is able to repeat itself a lot of times by defining the max calls.

∞ moving doors —— moving doors infinite automatically.

This tutorial will show you how to make a door which moves constantly from at least 2 destination automatically.

To begin with, I suggest you to create 1 region to start with, after that we will start extending routes to run with.

Ah yes, veterans. Before you are going to throw me that there are more consistent ways to make a better route such as defining the region position or using vars, please mind that this tutorial is for newbies who doesn't know trigger at all. So bear in mind that I only showcase the most simplest method to new people there. Don't scare them, shoo shoo.

Step 1: do the exactly the same method of creating a opening door (not yet to copy and paste the second region)

Please set the trigger max calls to infinitive unless you only want it to move # times.

Step 2: copy the trigger and region and paste to the second destination you want. For me I will take to the left.

Step 3: check those 2 regions and set Activation ON to "movables".

Step 4: This is where things comes to be a little bit spicy. From the activation trigger, let say if I want the door move to region*2 from region*1, you should bind trigger*2 into region*1 because trigger*2 is moving the door to region*2, and do the opposite at region*2.

You can try experimenting by binding trigger*1 to region*1, and the result is the door will just stuck at region*1.

This is because trigger*1 is calling the door move to region*1, so the door will just stuck there.

Step 5: You still need an execution region to begin with. Now add an execution region, set Activation on to button or player, and the activation trigger set to whatever you like.

Alternately, you can use timer to enable the trigger automatically, but we haven't introduce timer before, so veterans do your thing.

Step 6: Save the map and do experiment.

Summary

  1. By setting Activation On to "movables", it executes specific trigger when a random movable move to that region.

Speeding doors —— moving doors with different velocity.

Would you like a door opens slowly meanwhile close faster? You had been a right place.

This tutorial will use both completed examples (open and close door & infinitive moving door) to adjust the speed of doors.

Step 1: Select a trigger as you wish to speed up or slow down the door.

Step 2: on Action 2 type, select Change Speed of Movable 'A' to value 'B'.

Step 3: the default door speed is 10 (in case you didn't change it), bind the parameter A to the door, meanwhile set any number you like in parameter B.

Step 4: Save the map and test it.

Summary

  1. It is possible to change the door speed using triggers.

Assignments

Here is your assignment that wishes to prove that you have the knowledge to operating a door.

Easy:

Make a elevator (lift) which is operate at least 3 levels (G, F1, F2).

You must include the "call elevator to current floor" function to each floor, and the going up and down function inside the lift.

Hard:

Make a boat (which consists 3 movables) to move different speed compared to left or right.

You must make the boat able to reach at least 3 destinations with different speed.

Easy:

Create a door mechanism which moves infinitely in squares.

Hard:

Create a door mechanism which moves infinitely in circles.

more binding tutorial will be in .

The Shortcuts
The position of door and region are optional, just make sure they have same size.
Actually Action N type are worked as well, but it has some difference that we will talk about them later.
Eric is so kind that he even gives the red circle breathing motion to tell you I am the one you want to pick.
Bind the activation trigger and activation on, both are important as well.
The highlighted section is what I copied and pasted.
Then readjust the position of execution trigger, and the destination region.
The new execution region has bind the new trigger in activation trigger automatically.
Meanwhile, the parameter B is automatically bind with the new pasted region.
Like this.
And you will meet with this tables.
Just this, this is already enough for our route.
This is just my prefer ways to place them. You can do your own favored.
If you really want that precise (such as 6.66666 or 3.14159... etc) speed, it supports floats as well.