CONDITION TRIGGERS
General
ALWAYS
Usage: Always
This condition is always triggered. Use it when you want a trigger to execute the actions every tick.
ONCE
Usage: Once
This condition is only true once. After the creation of the game object condition will be true and after that it will always be false. Use it to initialize things in your game object.
NEVER
Usage: Never
This condition is never triggered, it is only useful when you want to deactivate temporally one of your triggers. It will consume some valuable CPU, if you won't use the trigger is is better to delete it.
LEVEL IS
Usage: Level is <comparator> <number>
This condition checks if the game is in a specific level. With the comparator you can apply the condition to multiple levels.
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Example: Level is > 0 checks that the current level is not level 0.
ON LEVEL LOAD
Usage: On Level Load
This condition is triggered each time a level is loaded. It is useful to initialize anything after a level is loaded.
COUNTDOWN
Usage: Countdown <miliseconds>
After the time specified as parameter the condition will return true once.
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Example: Countdown 5000 will execute the trigger after 5 seconds have passed.
Input triggers
This are the different status for the player input:
Not Pressed: no input active
Pressed: input just activated
Keep: input is active
Released: the input just become not active
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INPUT LEFT
Usage: Input Left <status> <player #>
Checks the if the status of left input is true for the specified player.
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Example: Input Left Pressed Player 1 checks if left is pressed for Player 1.
INPUT RIGHT
Usage: Input Right <status> <player #>
Checks the if the status of right input is true for the specified player.
INPUT UP
Usage: Input Up <status> <player #>
Checks the if the status of up input is true for the specified player.
INPUT DOWN
Usage: Input Down <status> <player #>
Checks the if the status of down input is true for the specified player.
INPUT FIRE 1
Usage: Input Fire 1 <status> <player #>
Checks the if the status of up Fire 1 is true for the specified player.
INPUT FIRE 2
Usage: Input Fire 2 <status> <player #>
Checks the if the status of fire 2 input is true for the specified player.
CD32 PLAY
Usage: CD32 Play <status> <player #>
Checks the if the status of the CD32 Play button is true for the specified player.
CD32 REVERSE
Usage: CD32 Reverse <status> <player #>
Checks the if the status of the CD32 Reverse button is true for the specified player.
CD32 FORWARD
Usage: CD32 Forward <status> <player #>
Checks the if the status of the CD32 Forward button is true for the specified player.
CD32 GREEN
Usage: CD32 Green <status> <player #>
Checks the if the status of the CD32 Green button is true for the specified player.
CD32 YELLOW
Usage: CD32 Yellow <status> <player #>
Checks the if the status of the CD32 Yellow button is true for the specified player.
CD32 RED
Usage: CD32 Red <status> <player #>
Checks the if the status of the CD32 Red button is true for the specified player.
CD32 BLUE
Usage: CD32 Blue <status> <player #>
Checks the if the status of the CD32 Blue button is true for the specified player.
INPUT OPTION
Usage: Input Option <status>
Checks the if the status of the key assigned to input is true
Vars
X VAR TRIGGERED
Usage: X Var Triggered <global var>
This condition will be true for one tick. For trigger vars this in when one action triggers this global var. For timers it is when the time finishes.
VAR TRUE
Usage: Var True <global var>
Used to check if a boolean global var is true.
VAR IS
Usage: <global var> <comparator> <number>
This condition will compare a global var with a number.
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Example: Lives > 0 will be true when the global var "Lives" value is 1 or more.
VAR FALSE
Usage: Var False <global var>
Used to check if a boolean global var is false.
GO CUSTOM 1
Usage GO Custom 1 <comparator> <number>
This condition will compare the game object var #1 with a number.
GO CUSTOM 2
Usage: GO Custom 2 <comparator> <number>
This condition will compare the game object var #2 with a number.
GO TIMER TRIG
Usage: GO Timer Trig
This condition will be true when the game object timer is over.
TIMER ACTIVE
Timer Active <global var>
Use this condition to check if a timer has been activated.
TIMER NOT ACTIVE
Usave: Timer not active <global var>
Use this condition to check if a timer is not active.
Objects
COLLIDES PLAYER
Usage: Collides Player
Returns true when the object overlaps the collision box of object number 0.
COLLIDES OBJECT
Usage: Collides Object <game object>
Returns true when the object overlaps the collision box of the specified game object. When the game object is non static, any game object instance will trigger the condition.
COLLIDES TYPE
Usage: Collides Object <game object type>
Returns true when the object overlaps the collision box of any object of the specified game object type.
TARGET POS X
Usage: Target Pos X <comparator> <game object>
Compares the position in the x axis versus the position of the specified static game object.
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Example: Target Pos X < My Player will be true when the x coordinate of the object is less than the x coordinate of My Player object.
TARGET POS Y
Usage: Target Pos Y <comparator> <game object>
Compares the position in the y axis versus the position of the specified static game object.
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Example: Target Pos Y < My Player will be true when the y coordinate of the object is less than the y coordinate of My Player object.
DIST TO TARGET
Usage: Dist to Target <comparator> <number>
Returns true when the comparison of the distance to the target game object and the specified number is true.
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The target can be specified with the action Set Target.