zCTrigger
Quick Infos
Class Name: zCTrigger
Version Identifiers:
— Gothic I: 47105
— Gothic II: 47105
Sources:
— spacerhilfedatei.sph
— gothic-library.ru
— zk.gothickit.dev
VObject to process and relay specific filtered events. When a zCTrigger receives an OnTrigger, OnDamage, or OnTouch event it checks whether the event source (an oCNpc, the player or another VObject) should be acknowledged (see respondToNPC, respondToPC and respondToObject respectively). It then verifies if it should react to the specific event by checking the reactToOnTrigger, reactToOnDamage and reactToOnTouch properties. If both checks succeed, an OnTrigger event is sent to the triggerTarget and the trigger is considered to be activated. zCTrigger objects can be enabled and disabled by firing OnEnable, OnDisable and OnToggleEnabled events at them.
Tip
The respondTo{Object,PC,NPC,VobName} properties are logically linked by and "or" expression.
Class members
- zCVob
- zCTriggerBase
- zCTrigger
- Trigger
- ActivationFilter
- reactToOnTrigger = TRUE
- reactToOnTouch = TRUE
- reactToOnDamage = TRUE
- respondToObject = TRUE
- respondToPC = TRUE
- respondToNPC = TRUE
- startEnabled = TRUE
- respondToVobName = ""
- numCanBeActivated = -1
- retriggerWaitSec = 0
- damageThreshold = 0
- FireBehavior
- fireDelaySec = 0
- sendUntrigger = TRUE
- ActivationFilter
- Trigger
- zCVob
- zCTriggerBase
- zCTrigger
- Trigger
- ActivationFilter
- reactToOnTrigger = TRUE
- reactToOnTouch = TRUE
- reactToOnDamage = TRUE
- respondToObject = TRUE
- respondToPC = TRUE
- respondToNPC = TRUE
- startEnabled = TRUE
- respondToVobName = ""
- numCanBeActivated = -1
- retriggerWaitSec = 0
- damageThreshold = 0
- FireBehavior
- fireDelaySec = 0
- sendUntrigger = TRUE
- ActivationFilter
- Trigger
- zCVob
- zCTriggerBase
- zCTrigger
- Trigger
- ActivationFilter
- reactToOnTrigger = TRUE
- reactToOnTouch = TRUE
- reactToOnDamage = TRUE
- respondToObject = TRUE
- respondToPC = TRUE
- respondToNPC = TRUE
- startEnabled = TRUE
- respondToVobName = ""
- numCanBeActivated = -1
- retriggerWaitSec = 0
- damageThreshold = 0
- FireBehavior
- fireDelaySec = 0
- sendUntrigger = TRUE
- nextTimeTriggerable = 0.0
- savedOtherVob = NULL
- countCanBeActivated
- ActivationFilter
- Trigger
- zCVob
- zCTriggerBase
- zCTrigger
- Trigger
- ActivationFilter
- reactToOnTrigger = TRUE
- reactToOnTouch = TRUE
- reactToOnDamage = TRUE
- respondToObject = TRUE
- respondToPC = TRUE
- respondToNPC = TRUE
- startEnabled = TRUE
- respondToVobName = ""
- numCanBeActivated = -1
- retriggerWaitSec = 0
- damageThreshold = 0
- FireBehavior
- fireDelaySec = 0
- sendUntrigger = TRUE
- nextTimeTriggerable = 0.0
- savedOtherVob = NULL
- countCanBeActivated = 0
- isEnabled = TRUE
- ActivationFilter
- Trigger
Class member overview
reactToOnTrigger
Whether this trigger should react to OnTrigger events.
Accepted values:
TRUE— Do react toOnTriggerevents by sending anOnTriggermessage to thetriggerTargetIfsendUntriggeris set toTRUE, also sends anOnUntriggerevent to thetriggerTargetif the trigger receives anOnUntriggerevent.FALSE— IgnoreOnTriggerevents.
reactToOnTouch
Whether this trigger should react to OnTouch events.
Accepted values:
TRUE— Do react toOnTouchevents by sending anOnTriggermessage to thetriggerTargetIfsendUntriggeris set toTRUE, also sends anOnUntriggerevent to thetriggerTargetif the trigger receives anOnUntouchevent.FALSE— IgnoreOnTouchevents.
reactToOnDamage
Whether this trigger should react to OnDamage events.
Accepted values:
TRUE— Do react toOnDamageevents by sending anOnTriggermessage to thetriggerTargetFALSE— IgnoreOnDamageevents.
respondToObject
Whether this trigger should process events coming from inanimate objects.
Accepted values:
TRUE— Do process events from inanimate objects.FALSE— Ignore events from inanimate objects.
respondToPC
Whether this trigger should process events coming from the player.
Accepted values:
TRUE— Do process events from the player.FALSE— Ignore events from the player.
respondToNPC
Whether this trigger should process events coming from NPCs.
Accepted values:
TRUE— Do process events from NPCs.FALSE— Ignore events from NPCs.
startEnabled
Determines whether the trigger is initially enabled. Enabled triggers will process incoming events and send outgoing events while disabled triggers do not. Triggers can be activated and deactivated at runtime by sending them OnEnable, OnDisable or OnToggleEnabled events.
Accepted values:
TRUE— Enable the trigger when the world is loaded.FALSE— Do not enable the trigger when the world is loaded.
respondToVobName
Whether this trigger should process events coming from VObjects with this name. If empty, match no VObject name directly.
numCanBeActivated
The number of times the trigger will process incoming events. If set to -1 the trigger will process an infinite number of events.
retriggerWaitSec
The number of seconds that have to elapse after processing an event before the trigger will process additional events. All events received by the trigger during that time are ignored.
damageThreshold
The amount of damage which must be dealt for the trigger to react to an OnDamage event.
fireDelaySec
The number of seconds to wait before emitting the OnTrigger event after processing.
sendUntrigger
Whether to send and OnUntrigger event to the triggerTarget after the trigger receives an OnUntrigger or OnUntouch event. Only fires the OnUntrigger event if reactToOnTrigger and reactToOnTouch are set to TRUE respectively.
nextTimeTriggerable
Unknown.
Warning
This property is only available in saved games.
savedOtherVob
Unknown.
Warning
This property is only available in saved games.
countCanBeActivated
Unknown.
Warning
This property is only available in saved games.
isEnabled
Unknown.
Warning
This property is only available in saved games made using Gothic II.