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Using Trigger Events

Intended Audience: For Builders
By David Gaider

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Again, make sure that any actions you wish to be caused by the trigger are sent to the appropriate targets via AssignCommand... or else you are telling the trigger, itself, to do something, and there is very little that a trigger can do on its own.

Trigger Event Listing

Event: OnClick, trigger: if you want a trigger that will cause an effect when it is clicked upon by the player, a script must be entered in this area. Most types of area transitions use this event (although a trigger that is set up as the 'Area Transition' type can make use of the wizard to do so). who triggered it? Use GetClickingObject() to return the player object who clicked on the trigger.

Event: OnEnter, trigger: any object that crosses the 'border' of the trigger will set off this event. who triggered it? Use GetEnteringObject().

Example: the following OnEnter trigger script will jump every member of the party who is in the same area to the waypoint tagged "JUMP_HERE".

NWScript:

Event: OnExit, trigger: whenever an object crosses the boundary of the trigger to leave the trigger, who triggered it? Use GetExitingObject() to return the exiting creature.

Example: this OnExit trigger script sends a command to any exiting giant to return to a waypoint.

NWScript:

Event: OnHeartbeat, trigger: like other heartbeats, the heartbeat of a trigger activates every 6 seconds. A trigger, however, is not quite the same as another object... it is only 'active' when something is within its bounds or it has been clicked upon. You cannot place a trigger and give it a heartbeat script to constantly issue orders... if you want something to do that, use an invisible placeable object, instead.

Event: OnUserDefined, trigger: again, this event will only fire if a UserDefinedEvent has been specifically sent to the trigger via the command SignalEvent.

 

 

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