Trigger Actions

Image showing a Player Interact TriggerAction component, as seen in the Entity Inspector.

Trigger Actions Overview

Functionality

Action Types

Environmental

  • Difficulty (Game, Dungeon, Quest, Boss)
  • Population (AG Village)
  • Time
  • Record
  • Dungeon In/Complete
  • Quest In/Complete
  • Has Quest
  • Weather
  • OnStart
  • Player Stats
  • Player HasItem
  • Every Seconds
  • OnQuestStart
  • OnQuestEnd

Collision Fields

  • Proximity
  • Correct InWorldObject Conditions
  • Unit Stats
  • Unit Inventory
  • Pulse React

On Unit

  • OnDeath
  • Has/HasNot Stats
  • Has/HasNot Item/Inventory
  • Has/HasNot Equip

Interact Trigger Actions

Specific Trigger Actions activated by The Interact Input.

Passes Source interactor to DoActonFromInteractor, which fires the regular DoAction.

Interact Types

Self Firing

  • World Item Interact
  • Carry
  • Pilot Unit
  • Bonfire/Menu Open

Triggering

  • Select
  • Give Item
  • Channel
  • Craft

Using Trigger Actions


API

//! Override to establish your own DoAction process
//! Call Parent DoAction to see if Action Succeeds. Then use returned bool to process final behaviour.
virtual bool DoAction();
//! Override to establish your own ResetAction process
//! Call Parent ResetAction to see if Reset Succeeds. Then use returned bool to process final behaviour.
virtual bool DoResetAction();

//! Override to establish your own evaluation criteria.
virtual bool EvaluateAction() { return true; };
//! Override to establish your own reset evaluation criteria.
virtual bool EvaluateResetAction() { return true; };

Extending Trigger Actions