Semi-automatically generated modding documentation for Barotrauma

TriggerAction

Waits for a player to trigger the action before continuing. Triggering can mean entering a specific trigger area, or interacting with a specific entity.

Attributes

Attribute Type Default value Description
Target1Tag Identifier ”” Tag of the first entity that will be used for trigger checks.
Target2Tag Identifier ”” Tag of the second entity that will be used for trigger checks.
TargetModuleType Identifier ”” If set, the first target has to be within an outpost module of this type.
ApplyToTarget1 Identifier ”” Tag to apply to the first entity when the trigger check succeeds.
ApplyToTarget2 Identifier ”” Tag to apply to the second entity when the trigger check succeeds.
Type TriggerType Inside Determines if the targets must be inside or outside of the radius.
Radius float 0 Range to activate the trigger.
DisableInCombat bool true If true, characters who are being targeted by some enemy cannot trigger the action.
DisableIfTargetIncapacitated bool true If true, dead/unconscious characters cannot trigger the action.
WaitForInteraction bool false If true, one target must interact with the other to trigger the action.
AllowMultipleTargets bool false If true, the action can be triggered by interacting with any matching target (not just the 1st one).
CheckAllTargets bool false If true and using multiple targets, all targets must be inside/outside the radius.
SelectOnTrigger bool false If true, interacting with the target will make the character select it.