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.

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.

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

INPUT LEFT

Usage: Input Left <status> <player #>

Checks the if the status of left input  is true for the specified player. 

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.

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.

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.

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. 

The target can be specified with the action Set Target.

 

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