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EventTrigger

An event trigger zone. It can either unconditionally trigger as a one shot event on the first Update cycle or trigger via OnTriggerStay that starts the event when the player collides with it with the option to destroy the NPCControl after.

Data Arrays

  • data[0]: The event id this will start when triggered
  • data[1]: If not 0 or doesn't exist, the object is destroyed after triggering it, only applicable if data[2] doesn't exist or isn't 1
  • data[2]: If 1, the event is unconditionally started on the first Update cycle before destroying this NPCControl making it a one shot event. This is optional, if it doesn't exist, this feature is disabled.

Additional data

  • regionalflag: If it's positive, it's the regionalflag slot that is set to true when the player collides with this object.
  • activationflag: If it's above 0, the flag slot that is set to true when the player collides with this object. It is not possible to specify 0 and will be treated the same as not providing a value.

Setup

A few adjustements occurs:

  • The entity.alwaysactive is set to true
  • The gameObject's isStatic is set to true
  • The entity.rigid is placed in kinematic mode without gravity
  • nointeract is set to true
  • The layer is set to 0 (default)
  • The scol is disabled

Update

Updates are disabled if data[2] doesn't exist or isn't -1 or we are in pause, minipause or inevent. All Update does is manage the unconditional one shot trigger feature.

If the above is fufilled, the event id data[0] is started with no caller immediately.

Finally, this object gets destroyed.

OnTriggerStay

This does nothing if any of the following is true:

  • The other gameObject isn't the player
  • We are inevent
  • We are in a pause
  • hit is true

The regionalflag slot at regionalflags and the flag slot at activationflag are set to true.

If we aren't in a minipause, a WaitForEvent coroutine starts which does the following:

  • hit is set to true (this prevents a second trigger)
  • We enter a minipause
  • Yield frames until switchcooldown expires
  • Yield another additional frame
  • Call CancelAction on the player
  • Yield a frame
  • The event whose id is data[0] is started with this object as the caller
  • hit is set to false
  • If data[1] isn't 0 or doesn't exist, the object is destroyed