#Describe These Triggers

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deft nova
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  • G6 Begins the dash process

  • G7 is editor playtesting and it spawns extra toggle triggers on G82, G59, and G61.

  • G10 is linked to adv follow that makes the actual components for the dash mechanic follow the player

  • Option trigger disables controls / hides p2 along with turning off boost slide, the one above the beginning that toggles p2 back on presumably is used to prevent bugs.

  • The touch triggers toggle on G27 while holding and off G28 while holding respectively, although I could not find any instance of these being hooked up to anything.

  • Player detection even triggers simply spawn a group in when their respective input has been pressed / released. A pulse and stop trigger have been included presumably to help with diagnostics as you can see when an input is registered.

  • In the refresh dash section the first event trigger triggers G63 and it can detect orbs, pads, hit head, normal jump, and fall speed low. The second event trigger detects when the player has touched the ground again to refresh the dash. The falling block event triggers detect material types you land on, which is a bid odd but thats probably just because I dont fully understand it yet.
    -# All event triggers that trigger on landing at assigned to group G65.

  • Hope I did it right. Goodnight o/

faint coral
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-ex pass 1420981754063487036

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