There is a number of pre-created triggers/actions which are
already set up for game use.
Triggers are objects with colliders checked as triggers at
which, upon character entering, some action begin to start.
Triggers may start some animation or it may just be pickup
or transition or any other action.
Most of them require target transform and ledges require
target transforms with 'Ledge' script added for use with
horizontal or vertical ledges.
Premade trigger examples are:
BlastDoor Trigger
- upon triggering, blast doors get open and closed upon
exiting trigger.
NOTE: some triggers require 'Use Off Mesh Link' checkbox ticked.
If ticked, that means NPCs will go through additional off mesh link checks.
Blast door does not require off mesh links. It does not break
nav mesh like, for instance, 'ClimbOn' trigger do and need
'Use Off Mesh Links' box ticked.
ClimbOn Trigger:
- the character climbs onto an elevated surface.
It starts one of two animations depending on character movement speed.
Target transform needs to be assigned to the desired elevated surface edge.
ControlPanel Trigger
- it executes assigned event.
Upon triggering, a character plays the animation at which
end assigned event is executed.
Assign the desired event into 'OnTriggerEnd' event.
Door Trigger
- upon triggering, a character plays the 'enter and go through' door animation.
Target transforms need to be assigned to desired door knob positions.
EnterLedge Trigger
- upon triggering, a character descends to the ledge and enter ledge mode.
Target transform needs to be assigned to the desired ledge.
Target object needs to have the 'Ledge' component assigned on self.
Jump2Ledge Trigger
- upon triggering, a character jumps to the ledge and enter ledge mode.
Target transform needs to be assigned to the desired ledge.
Target object needs to have the 'Ledge' component assigned on self.
JumpOver Trigger
- upon triggering, a character jumps over an obstacle.
It starts one of two animations depending on character movement speed.
Target transform needs to be assigned to the desired obstacle top ledge.
JumpDown Trigger
- upon triggering, a character jumps down to the lower surface.
It starts one of two animations depending on the distance of lowered surface.
Target transform needs to be assigned to the desired ledge.
3 sizes of ladders:
LadderBlueprintShort,
LadderBlueprintMedium,
LadderBlueprintLong
- upon triggering, a character ascends or descends the ladder.
- you can replace blueprint ladder meshes with custom one
or assign a different texture to current ladders mesh material.
Leap Trigger
- upon triggering, a character starts one of two leap
animation depending on character movement speed.
Target transform needs to be assigned to the desired leap target position.
PushPullTrigger Trigger
- upon triggering, a character enters push/pull mode.
A character then pushes or pulls ( if enabled ) assigned moving object.
Target transform need to be assigned as a target effector
and object that will be pushed and pulled ( if enabled ).
PlatformScript Trigger
- upon triggering, platform starts to ascend or descend
along with character and objects on that platform.
A platform can be started by a player entering the platform
middle area or by starting a control panel which is connected to platform trigger.
Platform mesh can be changed to suit user needs.
There are currently two prefabs that use platform trigger:
'PlatformElevator' and 'PlatformIndustrial'.
NOTE: 'PlaformTrigger' script does not derive from 'Trigger'
base class but is its own component.
SceneTrigger
- upon triggering, a new scene starts to load.
SwingToLedge Trigger
- upon triggering, a character jumps to ledge, swings and repel from it.
Used when large gaps need to be traversed.
Target transform needs to be assigned to the desired swing target position.
AmmoTrigger Trigger
- upon triggering, a character picks up ammunition.
HealthTrigger Trigger
- upon triggering, a character picks up additional health.
ItemTrigger Trigger
- upon triggering, a character picks up an assigned item ( weapon ).