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A: Core TechArea: Underlying core tech for the game and the Github repository.Area: Underlying core tech for the game and the Github repository.A: General InteractionsArea: General in-game interactions that don't relate to another area.Area: General in-game interactions that don't relate to another area.DB: Beginner FriendlyDifficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result.Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result.P3: StandardPriority: Default priority for repository items.Priority: Default priority for repository items.S: Requires Content PRStatus: Requires a change to SS14, for which there is no open PR currently.Status: Requires a change to SS14, for which there is no open PR currently.T: New FeatureType: New feature or content, or extending existing contentType: New feature or content, or extending existing content
Description
Description
Now that #39034 is merged we can start adding a lot more triggers and trigger effects. Many of these will be needed for the game tutorial.
Implementing them is pretty straightforward, in most cases it's just a single event subscription. If you want to add some of these best do them in small batches to make it easier to review.
Make sure to add datafields for parameters that might be needed and set the user entity to something useful where possible.
Triggers:
- TriggerOnExamined Add trigger-refactor components and systems: Batch 1 #39391
- TriggerOnInsertedIntoContainer Add container-related triggers #39647
- TriggerOnGotInsertedIntoContainer Add container-related triggers #39647
- TriggerOnRemovedFromContainer Add container-related triggers #39647
- TriggerOnGotRemovedFromContainer Add container-related triggers #39647
- TriggerOnRoundEnd Trigger on round end #39545
- TriggerOn(Un)Embed
- TriggerOnUiOpen (should be possible to use with a specific ui key)
- TriggerOnUiClose
- TriggerOnInteractHand ExtinguishOnTrigger and TriggerOnInteractHand #39537
- TriggerOnInteractUsing (should have a whitelist) Trigger for OnInteractUsing #39692
- TriggerOnToolUse TriggerOnSimpleToolUsage and add tool locks to syndicate items #39900
- TriggerOnMeleeHit TriggerOnMeleeHit and more #39826
- TriggerOnThrow Throwing triggers #39650
- TriggerOnThrown Throwing triggers #39650
- TriggerOnLand Add trigger-refactor components and systems: Batch 1 #39391
- TriggerOnDid(Un)EquipHand Hand pickup and drop triggers #39663
- TriggerOnGot(Un)EquippedHand Hand pickup and drop triggers #39663
- TriggerOnDropped Hand pickup and drop triggers #39663
- TriggerOnHandSelected
- TriggerOnHandDeselected
- TriggerOn(Un)Equip Equip and unequip triggers #39675
- TriggerOn(Got)UnEquipped Equip and unequip triggers #39675
- TriggerOnGamerule
- TriggerOnKeyPressed (should work for various input buttons, needed for the tutorial to check if the player has completed a step)
- TriggerOnPullStarted (should have a bool for triggering when being the puller or pulled entity)
- TriggerOnPullStopped
- TriggerOnCombatMode
- TriggerOn(Un)Anchored
- TriggerOnCrafted (when a player sucessfully crafted something, should have some kind of whitelist)
- TriggerOn(Un)Buckle Add trigger-refactor components and systems: Batch 1 #39391
- TriggerOn(Un)Stapped Add trigger-refactor components and systems: Batch 1 #39391
- TriggerOnSolutionEmpty
- TriggerOnLock
- TriggerOnUnlock
- TriggerOnPlayerSpawnComplete (PlayerSpawnCompleteEvent) TriggerOnPlayerSpawnComplete and ExplosionOnTrigger #39820
- TriggerOnImplantImplanted
- TriggerOnImplantRemoved
Trigger effects:
- PopupOnTrigger PopupOnTrigger #39913
- UseChargeOnTrigger (for LimitedChargesComponent)
- FlameStackOnTrigger Fire stacks trigger #39530
- ExtinguishOnTrigger ExtinguishOnTrigger and TriggerOnInteractHand #39537
- TransferSolutionOnTrigger
- AddSolutionOnTrigger AddReagentOnTrigger #39875
- RemoveSolution/ReagentOnTrigger
- AddTagOnTrigger
- RemoveTagOnTrigger
- OpenAirlockOnTrigger
- CloseAirlockOnTrigger
- (Un)BoltAirlockOnTrigger
- ToggleEmergencyAccessOnTrigger
- MapTextOnTrigger (see MapTextComponent, should be possible to both enable and disable it)
- TogglePointLightOnTrigger
- TippyOnTrigger (will need refactoring)
- ToggleApcOnTrigger
- SwapLocationOnTrigger (between the entity and the user)
- ExplosionOnTrigger (ExplodeOnTrigger already exists, but we need another one that works without ExplosiveComponent, so use QueueExplosion) TriggerOnPlayerSpawnComplete and ExplosionOnTrigger #39820
- GameRuleOnTrigger GameRuleOnTrigger #39845
- AddMindRoleOnTrigger
- RemoveMindRoleOnTrigger
- MakeAntagOnTrigger
- RemoveComponentsOnTrigger RemoveComponentsOnTrigger, ToggleComponentsOnTrigger #39639
- ToggleComponentsOnTrigger RemoveComponentsOnTrigger, ToggleComponentsOnTrigger #39639
- AdminLogOnTrigger
- ScramOnTrigger Turn some implants into triggers #39364
- DnaScrambleOnTrigger Turn some implants into triggers #39364
- UncuffOnTrigger Turn some implants into triggers #39364
- StunOnTrigger
- StaminaDamageOnTrigger StaminaDamageOnTriggerComponent #39607
- KnockdownOnTrigger
- StatusEffectOnTrigger
- AddObjectiveOnTrigger
- RemoveObjectiveOnTrigger
- TeleportOnTrigger (To specified map or grid coordinates)
- LockOnTrigger Add voice locks to various hidden syndicate items #39310
- SpawnEntityTable on Trigger SpawnEntityTableOnTrigger #39909
- WeatherOnTrigger Weather On Trigger #40505
- EntityEffectOnTrigger Add EntityEffectOnTrigger and RejuvenateOnTrigger #40967
- RejuvenateOnTrigger Add EntityEffectOnTrigger and RejuvenateOnTrigger #40967
Trigger conditions:
- MindRoleTriggerCondition Mindrole trigger condition #40323
- ChargeTriggerCondition
- RandomChanceTriggerCondition RandomChance trigger condition #39543
If you got more ideas let me know and I'll add them to the list.
Ser1-1y, ScarKy0, ToastEnjoyer, VINCOLAN and TokenStyleVINCOLAN
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Labels
A: Core TechArea: Underlying core tech for the game and the Github repository.Area: Underlying core tech for the game and the Github repository.A: General InteractionsArea: General in-game interactions that don't relate to another area.Area: General in-game interactions that don't relate to another area.DB: Beginner FriendlyDifficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result.Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result.P3: StandardPriority: Default priority for repository items.Priority: Default priority for repository items.S: Requires Content PRStatus: Requires a change to SS14, for which there is no open PR currently.Status: Requires a change to SS14, for which there is no open PR currently.T: New FeatureType: New feature or content, or extending existing contentType: New feature or content, or extending existing content