ABCDEFGHIJKLM
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LINKSAlso check out the Simple Script Desidoc sheet for documenting H5 scripts
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Spawned
WHEN... THIS object is 'Spawned'.
🅰 Defines ACTIVATOR for action mods & Source=Object at bottom of Number/Score/SpawnOrder Change actions
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Destroyed/Despawned
WHEN... THIS object is 'Destroyed' or 'Despawned' (result of object cleanup).
❎ Defines EXTRA for action mods & Number Change's Source=Object(ACTIVATOR)
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Health: Below
WHEN... Object's health falls below the 'Health' value.
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Message: Recieved🔀🅰
WHEN... A 'Message: Send' Action with the specified Channel is valid. Condition uses 'Message: Send' Transfer object as its ACTIVATOR object.
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Power: Check🔀🅰
WHEN... A 'Power: Set' Action with the specified Channel and State are valid. Condition uses 'Power: Set' Transfer object as its ACTIVATOR object.
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Timer: Check
WHEN... THIS object's Initial delay time expires and then continuously after the Repeat Timer.
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Interacted🅰
WHEN... A player interacts with THIS object (switch or pickup). Uses ACTIVATOR as the player that interacted with the object.
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Match: Start
WHEN... A game 'Match' begins (start of map). This Condition triggers when all expected players have joined and gameplay is about to begin.
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Round: Event
WHEN... Each time a 'Round' event triggers. Start when players can move or at the End when the round has concluded.
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Message/Power: Multi
WHEN... Multiple 'Message' and/or 'Power' state Conditions are valid; useful for and/or type logic.
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Number: Check❎
WHEN... 'Number: Check" meets criteria set by the 'Number: Change' Action. Uses EXTRA to only transfer objects with modified variables that pass the condition.
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Score: Check
WHEN... THIS object's Team 'Score: Check' criteria is met. THIS object's 'Team' property should be set to the 'Team' you are checking.
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Round: Time
WHEN... The active 'Round' time is equal to the desired Time value.
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Boundary: Check🅰❎
WHEN... Objects intersect with THIS object's 'Boundary' (trigger volume). Uses ACTIVATOR as object that intersected the boundary; EXTRA as all objects inside the boundary.
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14 Conditions Total
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Spawned
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WHEN... THIS object is 'Spawned'.
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Destroyed/Despawned
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WHEN... THIS object is 'Destroyed' or 'Despawned' (result of object cleanup).
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Destroyed/Despawned needs the script option Always Runs turned ON so it can run
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Health: Below
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WHEN... Object's health falls below the 'Health' value.
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Health
Health is the % of total health 0-100% (but doesn't include shields if present)
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Min/Max/Inc:
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0.00
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100.00
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1.00
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Message: Recieved 🔀🅰
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WHEN... A 'Message: Send' Action with the specified Channel is valid. Condition uses 'Message: Send' Transfer object as its ACTIVATOR object.
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Channel
Message: Received defines ACTIVATOR for the script's actions, but is only populated with objects if the transmitting Message: Send action passed objects as ACTIVATOR
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LIST:
Message: Received always makes the Transfer option available for Message: Send & Power: Set actions, which can be set to THIS to transfer the script owner as ACTIVATOR
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alpha-zulu
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Power: Check 🔀🅰
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WHEN... A 'Power: Set' Action with the specified Channel and State are valid. Condition uses 'Power: Set' Transfer object as its ACTIVATOR object.
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ChannelState
Power: Check defines ACTIVATOR for the script's actions, but is only populated with objects if the transmitting Power: Set action passed objects as ACTIVATOR
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LIST:LIST:
Power: Check always makes the Transfer option available for Message: Send & Power: Set actions, which can be set to THIS to transfer the script owner as ACTIVATOR
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alpha-zuluOn/Off
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Timer: Check
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WHEN... THIS object's Initial delay time expires and then continuously after the Repeat Timer.
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InitialRepeat
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Min/Max/Inc:Min/Max/Inc:
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0.000.00
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720.00720.00
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0.050.05
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Interacted 🅰
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WHEN... A player interacts with THIS object (switch or pickup). Uses ACTIVATOR as the player that interacted with the object.
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Interacted's ACTIVATOR 🅰 is one way to get a player into the ACTIVATOR list of objects
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Match: Start
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WHEN... A game 'Match' begins (start of map). This Condition triggers when all expected players have joined and gameplay is about to begin.
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Round: Event
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WHEN... Each time a 'Round' event triggers. Start when players can move or at the End when the round has concluded.
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EventNOTE (need to test this more): End seems only usable to set info saved between rounds (numbers & power states) or to signal other conditions to run before the next round is shown (new view) & cinematics start. Other actions under End either don't run or are not shown on screen. We can start a Number Increment +1 loop that does run after End and continues into next round.
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LIST:
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Start/End
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Message/Power: Multi
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WHEN... Multiple 'Message' and/or 'Power' state Conditions are valid; useful for and/or type logic.
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Trigger CountCondition 1Condition 2Condition 3Condition 4
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Min/Max/Inc:LIST:LIST:LIST:LIST:
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1<none><none><none><none>
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Message: Recieved
Channel
Message: Recieved
Channel
Message: Recieved
Channel
Message: Recieved
Channel
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1 LIST: LIST: LIST: LIST:
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alpha-zulu alpha-zulu alpha-zulu alpha-zulu
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Power: CheckChannelStatePower: CheckChannelStatePower: CheckChannelStatePower: CheckChannelState
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LIST:LIST: LIST:LIST: LIST:LIST: LIST:LIST:
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alpha-zulu
On/Off/Toggle
alpha-zulu
On/Off/Toggle
alpha-zulu
On/Off/Toggle
alpha-zulu
On/Off/Toggle
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Number: Check ❎
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WHEN... 'Number: Check" meets criteria set by the 'Number: Change' Action. Uses EXTRA to only transfer objects with modified variables that pass the condition.
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NOTE: When Number: Check is the condition and Number/Score/SpawnOrder: Change the action, the Object setting becomes available when Source=Number+Scope=Object or when Scope=GameValue and the options are THIS and ACTIVATOR. ACTIVATOR represents the object whose Number changed. That can include Objects or Players. No object is returned as ACTIVATOR for Team Numbers.
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VARIABLEScopeOffsetOperatorCHECKScope
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GROUP:LIST:Min/Max/Inc:LIST:GROUP:LIST:
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TeamTeamChannel-10000EqualsTeamTeamChannel
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LIST:LIST:10000Not Equals LIST:LIST:
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Neutral/Team 1-8alpha-zulu1Greater Than Neutral/Team 1-8alpha-zulu
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GlobalChannelGreater Than or Equal ToGlobalChannel
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LIST:Less Than LIST:
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alpha-zuluLess Than or Equal To alpha-zulu
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PlayerChannel
NOTE: can't filter players by team in Number Check, but can filter in actions
PlayerChannel
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LIST: LIST:
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alpha-zulu alpha-zulu
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ObjectObject
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ConstantValue
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Min/Max/Inc:
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-10000
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10000
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1
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Score: Check
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WHEN... THIS object's Team 'Score: Check' criteria is met. THIS object's 'Team' property should be set to the 'Team' you are checking.