Triggers
Just like how a Trigger is, but new variants of them that come with different functionality!
MDirectorTrigger
A Trigger and an EnemySpawnDirector combined into 1! Simply place down your EnemySpawnPoint's like you normally would, then touch a MDirectorTrigger to spawn the group of enemies named nGroupName.
Variables
iNumberOfEnemiesTotal - How many enemies can be spawned in total
iNumberOfEnemiesAtOnce - How many enemies can be spawned in at once
nGroupName - The name of the group of enemies. This should be unique to an array of EnemySpawnPoint's
fSpawnDelay - The amount of time in seconds to delay a spawn from occurring
MRandomTrigger
Randomly fires to 1 event inside of the Events array. Perfect for simple randomness.
Variables
Events - The array of events that can all be randomly fired to
MScriptedTrigger
Emulates a ScriptedTrigger via a Trigger, allowing for quick and simple AIScript creations with triggers. It's recommended to have the first action be a MACTION_WaitForEventSimple, because this action works perfectly alongside a MScriptedTrigger. By having the first action be a MACTION_WaitForEventSimple in a MScriptedTrigger, you essentially get the AIScript to automatically link up to the MScriptedTrigger.
Variables
Actions - The list of actions to create for the AIScript
MSetPropTrigger
On the actor ActorTag, sets the value of variable Variable to equal Value.
Variables
ActorClass - What actor class to locate
ActorTag - What actor tag to locate
Variable - What actor variable to locate
Value - The value to set to Variable
MSimpleRandomTrigger
A trigger that will fire to EventTrue if the probability chance hits. If it doesn't hit, then the trigger will fire to EventFalse.
Variables
Probability - What percent chance should be given for EventTrue to be fired to
EventTrue - The event to run if the comparison check is true
EventFalse - The event to run if the comparison check is false