Store cues on a trigger box

A cue is one stored line. A box runs its cues in order, from the top, every time it fires.

In the menus: ESC → Design → Trigger Boxes → EDIT WHAT THIS BOX DOES

Opening the cue list

Pick your box on the Trigger Boxes panel, then press EDIT WHAT THIS BOX DOES.

Highlight a row, then:

  • ADD A CUE... and EDIT THIS CUE... open the builder, covered by build a cue without typing
  • MOVE UP and MOVE DOWN shift the row one step
  • REMOVE LINE deletes it and closes the gap
  • CLEAR ALL empties the box, after a confirm popup
  • Wait (ms): and ADD WAIT append a pause to the end of the list, 1000 being one second
  • RECORD WHAT I DO captures a performance straight into the list, covered by record a scene into a trigger box

A box can hold 24 cues, and a wait costs a whole line, so budget for about twelve real actions. Editing the list stops a run that is part-way through.

Start an NPC on a route

Plot route 1 with at least 2 waypoints. Leave NPC 4's route set to None.

  1. Open the box's cue list and select ADD A CUE....
  2. Choose npc. Enter edit 4 route 1 in Details:.
  3. Check THE LINE reads npc edit 4 route 1, then select ADD TO END.

This starts NPC 4 towards waypoint 1. Repeating the cue leaves that route running, but restarts it after completion or a stall.

Choose Once ever under Fires if the route should only start once.

NPC route controls cover pace and removing assignments.

The verbs a box accepts

A cue is not a console command. It is a line from a fixed grammar of 30 verbs. Storing NPC cues also requires NPC permission.

VerbWhat it doesWhat it takes
animatePlay or stop a placed prop's animationanimate <id> play|stop | animate group <name> play|stop
blindfoldPut on or remove a player's blindfoldblindfold <player> on|off
cameraPlay a camera shot or flightcamera play <track> [secs] | still <track> <n> | stop
centersayBig text in the middle of one person's screencentersay <player|all> <secs> <text>
changemapSwitch the whole server to another mapchangemap <mapname>
clockAdvance or control the mission clockclock 1 advance|reduce [1-8] | clock 1 cancel|reset
csBig text in the middle of everyone's screencs <text>
emotePut a player into a poseemote <player> <name|anim|frame> [once|hold|loop]
fadeFade the screen out, or back in with an optional title cardfade out|in|slate [style]
fxPlay a particle effect, once or loopingfx <path> [at <mark>|x y z] [pitch yaw roll] [loop [ms]|once] | fx stop
handcuffPut on or remove a player or NPC's handcuffshandcuff <player> on|off | handcuff npc <id> on|off
lightSwitch, dim, recolour or animate one placed lightlight <id> on|off | intensity <n> | color <r> <g> <b> | style <steady|firelight|pulse> [secs]
lightningCue one strike in an active stormlightning
lockLock or unlock a doorlock <id> on|off
modelMake a prop appear (or move one it already made)model <path> [at <mark>|x y z] [pitch yaw roll] [scale] | model stop
npcSet NPC appearance, weapons, combat, speech or routenpc edit|emote|fire|attack|stance|weapon|cloak|hologram|say|teleport <id|name> ...
overlayApply or remove a full-screen filteroverlay <player|all> <filter> [strength] [sound] | overlay stop [id]
playcinematicPlay a full-screen videoplaycinematic <player|all> <path>
remapSwap one texture for anotherremap <old> <new>
sceneLoad a saved scene and replace what is placedscene <name>
sceneinfoTick off a scene objectivesceneinfo complete <n>
scenelightBrighten, dim or tint the map, instantly or over timescenelight <0-200> | <r> <g> <b> | floor <n> | off | fade <look> <secs>
setscoreStart or stop the background musicsetscore <path> [once] | setscore stop
soundPlay a sound, once or loopingsound <path> [at <mark>|x y z] [loop|once] | sound stop
teleportMove a player to a marked spot, facing its wayteleport <player> <placemark>
triggerArm, disarm, reset or fire another boxtrigger arm|disarm|reset|fire <box|all> | trigger boxes on|off
underfireStart or stop a staged fake shooterunderfire <id|all> on|off
waitPause before the next cuewait <ms>
weatherChange the weatherweather <effect> [amount] | weather clear
xpAward XP to a playerxp <player> <amount> [reason]

<player> is filled in with whoever tripped the box. all is everyone.

clock 1 advance 1 adds one beat. Create the clock first through Direct → Scene → CLOCK.

overlay stop removes the overlay this box created. Add a positive ID to remove a placed overlay from elsewhere. For example, overlay stop 4 removes overlay 4 from /list overlays.

Put changemap or scene last. A map change ends everything on the current map. Loading a scene replaces every placed entity and trigger box, so later cues do not run.

Scene cues need a public scene. Making it private stops existing cues from loading it.

Set Fires to Once per player or Once ever before adding an xp cue. Use <player> to award whoever trips the box.

TEST skips XP awards. Another cue cannot fire or reset an XP-paying box. Resetting the box keeps its payout history.

How a box runs its cues

  • Consecutive lines run in the same frame. Only a wait yields, so a twelve-line sequence with no waits happens in one instant.
  • One run per box. A re-trigger while the last run is still going is dropped.
  • A line whose target has gone is skipped, and the rest of the sequence still runs.

Typed and builder-authored lines can be up to 96 characters. If a target is missing when the box fires, /trigger <box> why names the most recently skipped cue. See stage fire without damage before using the underfire cue.

Prefer the console?

Every form takes the box number first.

Store the example with /trigger 4 cmd add npc edit 4 route 1: box 4, NPC 4, route 1. Stored cues omit the opening slash.

/trigger <box> cmd insert <n> <line>
/trigger <box> cmd replace <n> <line>
/trigger <box> cmd move <n> up|down
/trigger <box> cmd remove <n>
/trigger <box> cmd clear
/trigger verbs

/trigger verbs prints the whole 30-verb grammar with its usage lines.