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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. |