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| 1 | LINKS | Also check out the Simple Script Desidoc sheet for documenting H5 scripts | |||||||||||
| 2 | Spawned | WHEN... THIS object is 'Spawned'. | 🅰 Defines ACTIVATOR for action mods & Source=Object at bottom of Number/Score/SpawnOrder Change actions | ||||||||||
| 3 | Destroyed/Despawned | WHEN... THIS object is 'Destroyed' or 'Despawned' (result of object cleanup). | ❎ Defines EXTRA for action mods & Number Change's Source=Object(ACTIVATOR) | ||||||||||
| 4 | Health: Below | WHEN... Object's health falls below the 'Health' value. | |||||||||||
| 5 | Message: Recieved🔀🅰 | WHEN... A 'Message: Send' Action with the specified Channel is valid. Condition uses 'Message: Send' Transfer object as its ACTIVATOR object. | |||||||||||
| 6 | 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. | |||||||||||
| 7 | Timer: Check | WHEN... THIS object's Initial delay time expires and then continuously after the Repeat Timer. | |||||||||||
| 8 | Interacted🅰 | WHEN... A player interacts with THIS object (switch or pickup). Uses ACTIVATOR as the player that interacted with the object. | |||||||||||
| 9 | 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. | |||||||||||
| 10 | Round: Event | WHEN... Each time a 'Round' event triggers. Start when players can move or at the End when the round has concluded. | |||||||||||
| 11 | Message/Power: Multi | WHEN... Multiple 'Message' and/or 'Power' state Conditions are valid; useful for and/or type logic. | |||||||||||
| 12 | 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. | |||||||||||
| 13 | 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. | |||||||||||
| 14 | Round: Time | WHEN... The active 'Round' time is equal to the desired Time value. | |||||||||||
| 15 | 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. | |||||||||||
| 16 | 14 Conditions Total | ||||||||||||
| 17 | |||||||||||||
| 18 | Spawned | ||||||||||||
| 19 | WHEN... THIS object is 'Spawned'. | ||||||||||||
| 20 | |||||||||||||
| 21 | Destroyed/Despawned | ||||||||||||
| 22 | WHEN... THIS object is 'Destroyed' or 'Despawned' (result of object cleanup). | ||||||||||||
| 23 | Destroyed/Despawned needs the script option Always Runs turned ON so it can run | ||||||||||||
| 24 | |||||||||||||
| 25 | Health: Below | ||||||||||||
| 26 | WHEN... Object's health falls below the 'Health' value. | ||||||||||||
| 27 | Health | Health is the % of total health 0-100% (but doesn't include shields if present) | |||||||||||
| 28 | Min/Max/Inc: | ||||||||||||
| 29 | 0.00 | ||||||||||||
| 30 | 100.00 | ||||||||||||
| 31 | 1.00 | ||||||||||||
| 32 | |||||||||||||
| 33 | Message: Recieved 🔀🅰 | ||||||||||||
| 34 | WHEN... A 'Message: Send' Action with the specified Channel is valid. Condition uses 'Message: Send' Transfer object as its ACTIVATOR object. | ||||||||||||
| 35 | 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 | |||||||||||
| 36 | 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 | |||||||||||
| 37 | alpha-zulu | ||||||||||||
| 38 | |||||||||||||
| 39 | Power: Check 🔀🅰 | ||||||||||||
| 40 | WHEN... A 'Power: Set' Action with the specified Channel and State are valid. Condition uses 'Power: Set' Transfer object as its ACTIVATOR object. | ||||||||||||
| 41 | Channel | State | 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 | ||||||||||
| 42 | 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 | ||||||||||
| 43 | alpha-zulu | On/Off | |||||||||||
| 44 | |||||||||||||
| 45 | Timer: Check | ||||||||||||
| 46 | WHEN... THIS object's Initial delay time expires and then continuously after the Repeat Timer. | ||||||||||||
| 47 | Initial | Repeat | |||||||||||
| 48 | Min/Max/Inc: | Min/Max/Inc: | |||||||||||
| 49 | 0.00 | 0.00 | |||||||||||
| 50 | 720.00 | 720.00 | |||||||||||
| 51 | 0.05 | 0.05 | |||||||||||
| 52 | |||||||||||||
| 53 | Interacted 🅰 | ||||||||||||
| 54 | WHEN... A player interacts with THIS object (switch or pickup). Uses ACTIVATOR as the player that interacted with the object. | ||||||||||||
| 55 | Interacted's ACTIVATOR 🅰 is one way to get a player into the ACTIVATOR list of objects | ||||||||||||
| 56 | |||||||||||||
| 57 | Match: Start | ||||||||||||
| 58 | WHEN... A game 'Match' begins (start of map). This Condition triggers when all expected players have joined and gameplay is about to begin. | ||||||||||||
| 59 | |||||||||||||
| 60 | Round: Event | ||||||||||||
| 61 | WHEN... Each time a 'Round' event triggers. Start when players can move or at the End when the round has concluded. | ||||||||||||
| 62 | Event | NOTE (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. | |||||||||||
| 63 | LIST: | ||||||||||||
| 64 | Start/End | ||||||||||||
| 65 | |||||||||||||
| 66 | Message/Power: Multi | ||||||||||||
| 67 | WHEN... Multiple 'Message' and/or 'Power' state Conditions are valid; useful for and/or type logic. | ||||||||||||
| 68 | Trigger Count | Condition 1 | Condition 2 | Condition 3 | Condition 4 | ||||||||
| 69 | Min/Max/Inc: | LIST: | LIST: | LIST: | LIST: | ||||||||
| 70 | 1 | <none> | <none> | <none> | <none> | ||||||||
| 71 | 4 | Message: Recieved | Channel | Message: Recieved | Channel | Message: Recieved | Channel | Message: Recieved | Channel | ||||
| 72 | 1 | LIST: | LIST: | LIST: | LIST: | ||||||||
| 73 | alpha-zulu | alpha-zulu | alpha-zulu | alpha-zulu | |||||||||
| 74 | Power: Check | Channel | State | Power: Check | Channel | State | Power: Check | Channel | State | Power: Check | Channel | State | |
| 75 | LIST: | LIST: | LIST: | LIST: | LIST: | LIST: | LIST: | LIST: | |||||
| 76 | alpha-zulu | On/Off/Toggle | alpha-zulu | On/Off/Toggle | alpha-zulu | On/Off/Toggle | alpha-zulu | On/Off/Toggle | |||||
| 77 | |||||||||||||
| 78 | Number: Check ❎ | ||||||||||||
| 79 | WHEN... 'Number: Check" meets criteria set by the 'Number: Change' Action. Uses EXTRA to only transfer objects with modified variables that pass the condition. | ||||||||||||
| 80 | 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. | ||||||||||||
| 81 | VARIABLE | Scope | Offset | Operator | CHECK | Scope | |||||||
| 82 | GROUP: | LIST: | Min/Max/Inc: | LIST: | GROUP: | LIST: | |||||||
| 83 | Team | Team | Channel | -10000 | Equals | Team | Team | Channel | |||||
| 84 | LIST: | LIST: | 10000 | Not Equals | LIST: | LIST: | |||||||
| 85 | Neutral/Team 1-8 | alpha-zulu | 1 | Greater Than | Neutral/Team 1-8 | alpha-zulu | |||||||
| 86 | Global | Channel | Greater Than or Equal To | Global | Channel | ||||||||
| 87 | LIST: | Less Than | LIST: | ||||||||||
| 88 | alpha-zulu | Less Than or Equal To | alpha-zulu | ||||||||||
| 89 | Player | Channel | NOTE: can't filter players by team in Number Check, but can filter in actions | Player | Channel | ||||||||
| 90 | LIST: | LIST: | |||||||||||
| 91 | alpha-zulu | alpha-zulu | |||||||||||
| 92 | Object | Object | |||||||||||
| 93 | Constant | Value | |||||||||||
| 94 | Min/Max/Inc: | ||||||||||||
| 95 | -10000 | ||||||||||||
| 96 | 10000 | ||||||||||||
| 97 | 1 | ||||||||||||
| 98 | |||||||||||||
| 99 | Score: Check | ||||||||||||
| 100 | WHEN... THIS object's Team 'Score: Check' criteria is met. THIS object's 'Team' property should be set to the 'Team' you are checking. | ||||||||||||