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. |