Build a cue without typing
The builder composes the same stored line cmd add takes, without you remembering an argument order.
In the menus: ESC → Design → Trigger Boxes → EDIT WHAT THIS BOX DOES → ADD A CUE...
For what the cues actually do, read tell a trigger box what to do.
Picking what happens
WHAT HAPPENS is the whole 30-verb grammar as an alphabetical two-column list. The left column is the word that gets stored, the right is what it means.
Filling in the blanks
DETAILS adapts depending on the chosen verb.
Several rows carry a PICK button instead of expecting you to type:
- Who: cycles between
<player>, whoever trips the box, andall - Which: drops you into the world to select the thing the cue acts on
- Go to: and Where: open the placemark picker
- or Group: on
animatesteps through groups that already have an animation. Fill either the placed prop number or the group, not both - Pose: opens the game's emote picker
- File: opens the effect, model, music or cinematic browser for that verb. On
overlayit steps through the filter names in place instead
Five verbs use a free-text Details: field: npc, camera, light, handcuff and blindfold.
Their exact syntax is printed underneath. The other 25 verbs have tailored forms.
For npc, enter edit 4 route 1 to start NPC 4 on route 1. The builder adds npc.
Three of those forms can finish or reward a scene:
- Change map asks for the map name
- Load scene asks for a saved scene name
- Award XP asks who receives it, the amount and a reason
Scene cues need a public scene. Making a scene private stops existing cues from loading it.
A selected player needs a saved character ID or unique name. Use <player> to affect whoever enters the box.
Put map changes and scene loads last. Follow the XP cue rules before adding an award.
For scenelight, Fade seconds: accepts up to 3,600 seconds, including decimals. Leave it blank for an instant change.
Choose clock to advance, reduce, cancel or reset the mission clock. Advance and reduce take 1 to 8 beats.
The music form lets you loop or stop a track. Sound and effect forms also have stop options.
Use the weather form to clear weather, and the Under Fire form to switch firing on or off.
For overlay, choose Apply a filter or Take one off (stop) at the top of DETAILS.
When taking one off, leave the ID blank to clear this box's overlay.
Enter a positive ID from /list overlays to remove that placed overlay instead, such as 4 for overlay stop 4.
Choosing a placemark
PICK A PLACEMARK lists every mark on the map with its position and facing.
- USE THIS MARK writes the highlighted name into the field you came from and closes
- HIGHLIGHT lights that mark up in the world with a beam and its name. Press it again to clear
- CANCEL goes back without changing anything
Marks are made and managed on placemarks.
Storing the cue
THE LINE previews the cue as you compose it and turns red when a box will not accept it.
Commit with ADD TO END, which puts the cue at the bottom of the list, or INSERT ABOVE, which puts it in front of the highlighted row.
Arriving through EDIT THIS CUE... replaces both with SAVE CHANGES.