Record a scene into a trigger box
Perform the scene once and every command the box's grammar accepts is stored as you run it.
Recording NPC cues also requires NPC permission.
In the menus: ESC → Design → Trigger Boxes → EDIT WHAT THIS BOX DOES → RECORD WHAT I DO
Starting and stopping a recording
Open the box's cue list and press RECORD WHAT I DO. The button becomes STOP RECORDING while a session is live, and a row appears on your HUD:
[REC box 3 - 2/24]
Press STOP RECORDING to end it. Everything captured is kept. Starting a session on a second box silently ends the first.
What gets recorded
Everything you drive the scene with: typed console lines, the sends the ESC panels make when you press their buttons, the in-world placement modes, radial slots and stunt cues alike.
Each capture echoes the line as it was stored, which is not always as you typed it:
Record mode uses the cue grammar. Two things never make it in:
waitcan never be captured. It is consumed by the engine before either your game or the server sees it, so add pacing afterwards with Wait (ms): and ADD WAIT on the cue list paneltriggeris never captured, so drawing or arming a box while recording stores nothing
Anything outside the grammar is refused. A performed /emote <name> is stored as
emote <player> <name>. Explicit handcuff on|off and blindfold on|off commands also gain
<player>. Their toggle forms are refused because a cue must have a definite result.
Recorded player selections keep their character when the player reconnects. The recorder refuses a selected player without a saved character ID or unique name.
Recorded lines longer than 96 characters are shortened, and the capture echo says so.
Placemark actions normally store the mark’s name when you use last, including NPC teleport and fire targets.
Prefer the console?
/trigger <box> record
/trigger <box> record stop
/trigger <box> explain
/trigger <box> why
/trigger <box> test
off is accepted in place of stop.
Use explain to read what the box will do without running it. why lists everything stopping the
box right now and names the last cue that failed to find or apply its target.
TEST skips XP awards.
test uses you as <player> and rehearses the real payload without marking the box as fired. It
bypasses disarm, rank, skill, once and cooldown gates, so fades, weather, cinematics and other room-wide
effects still happen. A test is refused while that box is already part-way through its cues.