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Trigger

A trigger is an invisible and non-colliding CoreObject which fires events when it interacts with another object (e.g. A Player walks into it):

Properties

Property Name Return Type Description Tags
isInteractable boolean Interactable Triggers expect Players to walk up and press the F key to activate them. Read-Write
interactionLabel string The text players will see in their HUD when they come into range of interacting with this trigger. Read-Write
team integer Assigns the trigger to a team. Value range from 0 to 4. 0 is neutral team. Read-Write
isTeamCollisionEnabled boolean If false, and the Trigger has been assigned to a valid team, players on that team will not overlap or interact with the Trigger. Read-Write
isEnemyCollisionEnabled boolean If false, and the Trigger has been assigned to a valid team, players on enemy teams will not overlap or interact with the Trigger. Read-Write

Functions

Function Name Return Type Description Tags
IsOverlapping(CoreObject) boolean Returns true if given CoreObject overlaps with the Trigger. None
IsOverlapping(Player) boolean Returns true if given player overlaps with the Trigger. None
GetOverlappingObjects() Array<Object> Returns a list of all objects that are currently overlapping with the Trigger. None

Events

Event Name Return Type Description Tags
beginOverlapEvent Event<Trigger trigger, Object other> Fired when an object enters the Trigger volume. The first parameter is the Trigger itself. The second is the object overlapping the Trigger, which may be a CoreObject, a Player, or some other type. Call other:IsA() to check the type. None
endOverlapEvent Event<Trigger trigger, Object other> Fired when an object exits the Trigger volume. Parameters the same as beginOverlapEvent. None
interactedEvent Event<Trigger trigger, Player> Fired when a player uses the interaction on a trigger volume (F key). The first parameter is the Trigger itself and the second parameter is a Player. None

Examples

Example using:

beginOverlapEvent

In this example, players die when they walk over the trigger. The script assumes to be a child of the trigger.

local trigger = script.parent

function OnBeginOverlap(theTrigger, player)
    -- The object's type must be checked because CoreObjects also overlap triggers, but we
    -- only call :Die() on players.
    if player and player:IsA("Player") then
        player:Die()
    end
end

trigger.beginOverlapEvent:Connect(OnBeginOverlap)

See also: CoreObject.parent | other.IsA | Player.Die | Event.Connect


Example using:

endOverlapEvent

As players enter/exit the trigger the script keeps a table with all currently overlapping players. The script assumes to be a child of the trigger.

local trigger = script.parent
local activePlayers = {}

function OnBeginOverlap(theTrigger, player)
    if player and player:IsA("Player") then
        table.insert(activePlayers, player)
        print("The trigger contains " .. #activePlayers .. " players")
    end
end

function OnEndOverlap(theTrigger, player)
    if (not player or not player:IsA("Player")) then return end

    for i, p in ipairs(activePlayers) do
        if p == player then
            table.remove(activePlayers, i)
            break
        end
    end
    print("The trigger contains " .. #activePlayers .. " players")
end

trigger.beginOverlapEvent:Connect(OnBeginOverlap)
trigger.endOverlapEvent:Connect(OnEndOverlap)

See also: CoreObject.parent | other.IsA | Trigger.beginOverlapEvent | Event.Connect


Example using:

interactedEvent

In this example, the trigger has the "Interactable" checkbox turned on. When the player walks up to the trigger and interacts with the F key they are propelled into the air. The script assumes to be a child of the trigger.

local trigger = script.parent
trigger.isInteractable = true

function OnInteracted(theTrigger, player)
    -- In this case there is no need to check the type with IsA("Player") because only
    -- players can trigger the interaction.
    player:SetVelocity(Vector3.New(0, 0, 10000))
end

trigger.interactedEvent:Connect(OnInteracted)

See also: CoreObject.parent | Trigger.isInteractable | Player.SetVelocity | Event.Connect


Example using:

GetOverlappingObjects

In this example, any objects that overlap with the trigger are pushed upwards until they no longer overlap. If the trigger overlaps with non-networked objects this will throw an error. The script assumes to be a child of the trigger.

local trigger = script.parent

function Tick()
    local objects = trigger:GetOverlappingObjects()

    for _, obj in pairs(objects) do
        local pos = obj:GetWorldPosition()
        pos = pos + Vector3.New(0, 0, 10)
        obj:SetWorldPosition(pos)
    end
end

See also: CoreObject.parent | Vector3.New


Example using:

IsOverlapping

In this example, a physics sphere is placed in the scene. Every second the sphere is in the trigger, team 1 scores a point. The script assumes to be a child of the trigger.

local trigger = script.parent
local sphere = World.FindObjectByName("PhysicsSphere")
local teamToReward = 1

while true do
    Task.Wait(1)
    if sphere and trigger:IsOverlapping(sphere) then
        Game.IncreaseTeamScore(teamToReward, 1)
        print("Team " .. teamToReward .. " score = " .. Game.GetTeamScore(teamToReward))
    end
end

See also: CoreObject.parent | World.FindObjectByName | Task.Wait | Game.IncreaseTeamScore


Example using:

IsOverlapping

In this example, players score points for their teams for each second they are inside the trigger. The script assumes to be a child of the trigger.

local trigger = script.parent

while true do
    Task.Wait(1)
    local allPlayers = Game.GetPlayers()

    for _, player in ipairs(allPlayers) do
        if trigger:IsOverlapping(player) then
            local teamToReward = player.team
            Game.IncreaseTeamScore(teamToReward, 1)
            print("Team " .. teamToReward .. " score = " .. Game.GetTeamScore(teamToReward))
        end
    end
end

See also: CoreObject.parent | Task.Wait | Game.GetPlayers | Player.team


Example using:

interactionLabel

In this example, the trigger moves left and right and changes its label dynamically. To use this as a sliding door place a door asset as a child of the trigger. The script assumes to be a child of the trigger.

local trigger = script.parent
local slideDuration = 2
local startPos = trigger:GetWorldPosition()
local isOpen = false

trigger.isInteractable = true

function SetState(newState)
    isOpen = newState

    if isOpen then
        trigger.interactionLabel = "Close"
        trigger:MoveTo(startPos, slideDuration)
    else
        trigger.interactionLabel = "Open"
        trigger:MoveTo(startPos + Vector3.New(0, 150, 0), slideDuration)
    end
end

SetState(true)

function OnInteracted(theTrigger, player)
    SetState(not isOpen)
end

trigger.interactedEvent:Connect(OnInteracted)

See also: CoreObject.parent | Trigger.isInteractable | Vector3.New | Event.Connect


Example using:

isEnemyCollisionEnabled

In this example, when a player interacts with a trigger it joins their team and enemies can no longer interact with it. Each time they interact their team gains a point. When the last player to interact with the trigger is killed the trigger returns to it's original neutral form. The script assumes to be a child of the trigger.

local trigger = script.parent
trigger.isInteractable = true
trigger.team = 0
local onDiedListener = nil

function OnPlayerDied(player, dmg)
    onDiedListener:Disconnect()
    trigger.team = 0
    trigger.isEnemyCollisionEnabled = true
    print("The objective is neutral again.")
end

function OnInteracted(theTrigger, player)
    local teamToReward = player.team

    if teamToReward == trigger.team then
        Game.IncreaseTeamScore(teamToReward, 1)
        print("Team " .. teamToReward .. " score = " .. Game.GetTeamScore(teamToReward))
    else
        trigger.team = teamToReward
        trigger.isEnemyCollisionEnabled = false
        print("The objective now belongs to team " .. player.team)
    end

    if onDiedListener then
        onDiedListener:Disconnect()
    end

    onDiedListener = player.diedEvent:Connect(OnPlayerDied)
end

trigger.interactedEvent:Connect(OnInteracted)

See also: CoreObject.parent | Trigger.isInteractable | EventListener.Disconnect | Player.team | Game.IncreaseTeamScore | Event.Connect


Example using:

isInteractable

In this example, the trigger has a 4 second "cooldown" after it is interacted. The script assumes to be a child of the trigger.

local trigger = script.parent
trigger.isInteractable = true

function OnInteracted(theTrigger, player)
    print("INTERACTED!")
    trigger.isInteractable = false
    Task.Wait(4)
    trigger.isInteractable = true
end

trigger.interactedEvent:Connect(OnInteracted)

See also: CoreObject.parent | Task.Wait | Trigger.interactedEvent | Event.Connect


Example using:

isTeamCollisionEnabled

In this example, when a player interacts with a trigger it joins their team and they can no longer interact with it, but enemies can. The script assumes to be a child of the trigger.

local trigger = script.parent
trigger.isInteractable = true

function OnInteracted(theTrigger, player)
    trigger.team = player.team
    trigger.isTeamCollisionEnabled = false
    print("The objective now belongs to team " .. player.team)
end

trigger.interactedEvent:Connect(OnInteracted)

See also: CoreObject.parent | Trigger.isInteractable | Player.team | Event.Connect


Example using:

team

In this example, players score points when they enter a trigger that belongs to the enemy team. The script assumes to be a child of the trigger.

local trigger = script.parent

function OnBeginOverlap(theTrigger, player)
    local teamToReward = player.team

    if (player and player:IsA("Player") and teamToReward ~= trigger.team) then
        Game.IncreaseTeamScore(teamToReward, 1)
        print("Team " .. teamToReward .. " score = " .. Game.GetTeamScore(teamToReward))
    end
end

trigger.beginOverlapEvent:Connect(OnBeginOverlap)

See also: CoreObject.parent | Player.team | other.IsA | Game.IncreaseTeamScore | Trigger.beginOverlapEvent | Event.Connect



Dernière mise à jour: September 25, 2021