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How To Use The Animate Trigger In Geometry Dash

Trigger Setup menu Description
MoveTrigger.png MoveTriggerSetupMenuA.png

MoveTriggerSetupMenuB.png

Move triggers are triggers that motility certain groups of objects around in a level. To utilize this the histrion will take to know how to group objects nether a specific group.

One time the player has given the grouping of objects a grouping ID, they may open the "Edit Object" menu while the move trigger is selected. The player will get a Move X input, a Move Y input, 2 checkboxes labelled "Lock to player X/Y", an Easing option, a moving time, a target Group ID, and the touch-triggered and spawn-triggered checkboxes.

The Target Grouping ID controls which group of objects the player are currently going to exist moving. Set up the number equal to the number of the grouping that the player want to movement. The actor can then change the Move Ten and the Move Y to control the corporeality of motility the group will motility.

  • Putting a 10 into the X will move the grouping i grid foursquare correct.
  • Putting a one in the X will non motion the group 1 grid foursquare right, only rather 1/10 of a grid foursquare.
  • If 10 is positive the grouping moves correct.
  • If X is negative, the grouping volition move left.
  • If Y is positive the group will motility upwards, and if Y is negative, the group will movement downwardly.
  • The histrion tin put a number in for both Ten and Y to brand it move diagonally.
  • The slider allows movement from -100 to 100, but the actual range is -9999 to 99999, as the player can input v-digit integers outside that range.

The "Lock to Role player X/Y" checkboxes will ignore the number inputted higher up them and will instead move the grouping perfectly to any move the role player makes. It will look similar the object is moving at the same speed of the player, or is just not moving at all depending on how much of the level the player see. Applying 2 locking to actor X's will make the objects move twice the speed of the histrion. If plenty objects are in the group and are used correctly, it can brand information technology seem like the player is moving backwards through the level.

The easing controls the distribution of motion across time. Some are easy to understand, such as "bounce", but others are not as straightforward and if used creatively can achieve special effects (for instance, the sine easing allows circular motion of objects).

The move time controls how long information technology volition take to complete the movement. As soon as that much time has elapsed, the group will exist at the target destination and volition finish moving, unless in that location is another move trigger. Similar to colour triggers, the time range is from 0.00s to ten.00s and tin be set for more than that manually.

Triggers and speed portals can just be moved vertically. Form portals' grids will non move with the portals, making it possible to make an offset of the grid.

StopTrigger.png StopTriggerSetupMenu.png The stop trigger terminates the functions of all triggers within a selected grouping. To do this, the histrion must input the group ID of a trigger they wish to finish in the text box labelled "Group ID," and place the trigger in a convenient location.

This trigger incorporates the Spawn-Triggered and Affect-Triggered options and appears equally magenta in the level editor.

PulseTrigger.png PulseTriggerSetupMenuA.png

PulseTriggerSetupMenuB.png

Pulse Triggers will change a colour channel or group to 1 color temporarily.

In the bottom-correct of the screen, there should exist a field marked "Aqueduct ID". Correct above information technology are two buttons, one labelled "Channel" and one labelled "Group". The channel button will cause all objects using or copying the specified channel to pulse, while the group button will practise the aforementioned except it will bear on all objects using a group.

In a higher place those two are two more buttons, ane reading "Color" and the other "HSV". Colour should be automatically selected and volition cause the colour wheel to appear. A color may exist called from at that place to cause the specified grouping/channel to pulse the chosen color. The HSV is for selecting colours like to some other and will change when the source colour is changed.

Below the HSV options/color bicycle, there are three sliders, one "Fade-In," one "Concord," and one "Fade-Out." These are cocky-explanatory; the values in the fields should match the time in seconds the colour should fade in, stay, and fade out respectively.

Similar to Colour Triggers, there are two buttons labelled Re-create and Paste in the superlative-correct, both serving the aforementioned function.

This trigger appears equally xanthous in the level editor.

AlphaTrigger.png AlphaTriggerSetupMenu.png Alpha triggers are triggers that touch the transparency of a group of objects. Under the Group ID field, there are two sliders: FadeTime and Opacity. FadeTime is the time in seconds information technology should accept for the specified grouping to reach the opacity selected using the Opacity slider.

This trigger appears every bit cyan in the level editor.

ToggleTrigger.png ToggleTriggerSetupMenu.png Toggle triggers completely (de)activate a group of objects. If the tick box "Activate Group" is left unticked, the group will immediately disappear when passing by the trigger and the thespian tin can get through any platforms or obstacles in this item grouping. If it is ticked, then the opposite will happen: the grouping will reappear and the histrion will not be able to pass through the hazards and static objects.

Note that toggle triggers can take on two different colours in the editor depending on whether they are set to on or off. When it activates a group, it appears green. When information technology deactivates a group, it appears red. In the editor, it appears as default ruby.

SpawnTrigger.png SpawnTriggerSetupMenu.png Spawn triggers activate a certain group of triggers that are marked "Spawn Triggered". When activated, the group to be activated volition be triggered at the same time, regardless of horizontal placement. In Update 2.ane the trigger was updated with an option to delay the group's activation with a slider. By default, the triggers activated by a spawn trigger can but be triggered once, even if the player passes by multiple spawn triggers activating the aforementioned triggers. This can be changed by checking the "Multi Activate" box in the triggers existence spawn triggered.

This trigger appears equally teal in the level editor.

RotateTrigger.png RotateTriggerSetupMenu.png Rotation triggers allow the player to rotate objects within levels. In this trigger'south edit carte du jour, there is a degrees slider, a Times 360 slider, three checkboxes labelled "Target Group ID," "Center Group ID," and "Lock Object Rotation," an easing option, a moving fourth dimension, and the touch-triggered and spawn-triggered checkboxes.

The target group is the group of objects that are to be rotated; the centre group is the object the target group will rotate around. As stated in this trigger'south help text, only i object can exist in the center group.

The number of degrees the target group will rotate is circumscribed past the "degrees" slider, and the "Times 360" slider defines how many times the objects will rotate by 360 degrees aslope the amount determined past the "degrees" slider.

Selecting "Lock object rotation" volition keep the objects in their original position upon and throughout their rotation. Non selecting this will outcome in the rotation of the objects within the target group around their own axises, corresponding with the degrees each object rotates around the middle group.

The movement time controls how long it will take to complete the movement. Equally shortly as that much time has elapsed, the grouping will exist at the target destination and will end moving, unless at that place is some other rotation trigger. Like to move triggers, the time range is from 0.00s to 10.00s and can be fix for more than that manually. The easing controls the distribution of motility beyond time. Some are easy to understand, such equally "bounce", but others are not every bit straightforward and if used creatively can achieve special furnishings.

FollowTrigger.png FollowTriggerSetupMenu.png The follow trigger allows specific objects to follow other objects that are beingness moved with the move trigger. This trigger's edit carte includes 3 sliders and 2 selectors: "X Mod," "Y Mod," "Motility Time," & "Target Group ID," and "Follow Group ID."

The "target" group is the objects that will follow the specified "follow" group. The target group will only follow the "follow" group if the objects therein are moving.

The X-modification and Y-modification sliders ascertain how abnormal the target destination will be in reference to the follow group's destination. Setting one as the X or Y-Mod will result in a consummate movement to the 10 or Y-position the follow group is at. Therefore, the numbers are based on percentages: -1 would exist a -100%, or verbal contrary, motility; 0.5 would be a 50%, or one-half-finished, movement, and and then forth. The 10 and Y-Mod ranges are from -ane to 1, only it can exist set for more than manually.

The movement time controls how long it volition take to consummate the movement. Every bit before long as that much time has elapsed, the grouping will stop moving, regardless of whether information technology is at the target destination or not, unless there is another follow trigger. Similar to color, move and rotation triggers, the time range is from 0.00s to 10.00s and can be set for more than that manually.

This trigger includes the Spawn-Triggered and Affect-Triggered options and appears as hot-pink in the level editor.

AnimateTrigger.png AnimateTriggerSetupMenu.png This trigger grants the manipulation of animations' movements. In this trigger's edit menu, there are 2 selectors: "Grouping ID" and "Animation ID." The Group ID is the animation(s) that the player wants to breathing (this trigger does not work on non-animated objects). Animation IDs are numbers assigned to specific animated object'southward movements; editing this changes said an animated object'south movement. Below is a list of animation IDs for each blithe object.

Bat

  1. The bat's default animation
  2. The bat does one mock.
  3. The bat appears angry for approximately 1 second.
  4. The bat spits a fireball.
  5. The bat opens its oral fissure and keeps it open up.
  6. The bat closes its rima oris (Continuation of the above)
  7. The bat stops flying and falls asleep.
  8. The bat'southward sleeping blitheness on loop.
  9. The bat wakes up (Continuation of the above).

Monster (Large Fauna)

  1. The monster's default animation.
  2. The monster'southward mouth opens and keeps it open.
  3. The monster goes to the default animation (Continuation of the in a higher place)
  4. The monster's mouth closes
FollowPlayerYTrigger.png FollowPlayerYTriggerSetupMenu.png This trigger is a variation of the Follow Trigger; it allows selected objects to follow the player in the Y-axis. In this trigger'south edit menu, there are 3 sliders, 2 input boxes, and 1 selector: "Speed," "Delay," "MoveTime," "Kickoff," "Max Speed," "Target Group ID,".

The Speed slider is the multiplier of the target group'due south velocity when following the Player's Y axis position, the max beingness the actor's Y velocity.

The Filibuster slider controls how much time it should pass earlier the target group goes to the Player's Y-Axis current position.

The "Move time" slider is how long the function should take event.

The "First" input box tells what position the target grouping should be (Positive number being above the player, negative being below)

This trigger includes the Spawn-Triggered and Touch-Triggered options and appears every bit vanilla in the level editor.

TouchTrigger.png TouchTriggerSetupMenu.png The bear on trigger may exist configured to make tapping/belongings the screen (or the mouse) (de)activate a group of objects. In this triggers edit menu, at that place is one selector and iv tick boxes: "Group ID," "Dual Mode," "Hold Mode," "Toggle On," & "Toggle Off."

If the "Dual Mode" tick box is left unticked, the trigger works for both of the icons if the role player is in dual fashion. If it is not, the trigger only works with the original icon.

If the player checks the tick box labelled "Concur Mode," the trigger functions every bit long as the player is belongings down on their mouse, screen, or spacebar, and the player'due south icon is past the trigger or within information technology (if the touch-triggered tick box is ticked).

"Toggle On" and "Toggle Off" determines whether or not holding/tapping/clicking will toggle the specified group on or off. If left unchecked, continued tapping volition bicycle between toggle on and off. In "Hold Mode", belongings will toggle on and releasing will toggle off, merely if "Toggle On" is selected, the actions are reversed.

This trigger includes the Spawn-Triggered and Touch on-Triggered options and appears equally cyan in the level editor.

CountTrigger.png CountTriggerSetupMenu.png Count triggers are used to trigger actions afterwards the player has collected a specific amount of items. In this trigger's edit menu, at that place are iii selectors and 2 tickboxes: "Item ID," "Target ID," "Target Count," and "Activate Group," and "Multi Actuate."

The target grouping is the grouping that is to be (de)activated; the item group is the group of items that are deemed the collectables; the target count is the corporeality of items needed to (de)activate the target group.

The player may select whether or not achieving the target count deactivates or activates the target group with the "Activate Group" tick box (ticked = activates; unticked = deactivates).

In correspondence with this trigger, in that location is a alive object counter that shows the player'due south progress regarding how many of the specific items they accept collected.

This trigger includes the Spawn-Triggered and Touch-Triggered options and appears as lite-pinkish in the level editor.

InstantCountTrigger.png InstantCountTriggerSetupMenu.png The instant count trigger serves as a secondary, conditional Count Trigger. This trigger's edit card is almost identical to that of the Count Trigger's, at that place are three selectors and four tick boxes: "Item ID," "Target ID," "Target Count," and "Actuate Group," "Equals," "Larger," & "Smaller."

The target group is the group that is to be (de)activated; the item group is the group of items that are accounted the collectables; the target count is the number of items that determines when the target grouping volition be (de)activated.

The tick boxes, "Equals," "Larger," and "Smaller", make up one's mind when the target group will be (de)activated.

  • If "equals" is selected, the player must achieve the exact target count to (de)activate the target group.
  • If "larger" is selected, the actor must gain more objects than the target count to (de)activate the target grouping.
  • If "smaller" is selected, the target grouping will be (de)activated until the player reaches the target goal or gains more than thereof.

The actor may select whether or not achieving the target count deactivates or activates the target grouping with the "Actuate Group" tick box (ticked = activates; unticked = deactivates).

This trigger includes the Spawn-Triggered and Impact-Triggered options and appears as pinkish in the level editor.

PickupTrigger.png PickupTriggerSetupMenu.png The pickup trigger serves every bit a secondary count trigger. There are 2 selectors in this trigger's edit menu: "Particular ID" and "Count." The detail ID is the ID given to an object counter and the "count" selector defines which number the counter should brainstorm counting on.

This trigger includes the Spawn-Triggered and Bear on-Triggered options and appears as orange in the level editor.

CollisionTrigger.png CollisionTriggerSetupMenu.png The collision trigger sets off an action upon two selected collision block's encounter. Information technology uses a special block called "Collision block"

The player is to assign IDs to 2 blocks (block A/B), which are the blocks that are to collide. Keep in notation that one of the said blocks must accept the "Dynamic Block" box checked in social club to work.

The actor may decide whether block A and B'due south collision shall make the target objects actuate or deactivate. The player must also input the "Target ID," which is the Group ID of the object(s) the player wishes to (de)actuate.

If the "Trigger On Exit" tick box is checked, the trigger will function when both blocks were merely are no longer within each other's hitbox.

When the trigger functions, the target grouping will be (de)activated, and information technology will piece of work as a Spawn trigger to the aforementioned group; every "Spawn-Triggered" trigger in the group will exist activated (if the thespian chose to activate the target group).

This trigger includes the Spawn-Triggered and Affect-Triggered options and appears equally nighttime blue in the level editor.

OnDeathTrigger.png OnDeathTriggerSetupMenu.png The On Death Trigger triggers an activeness upon the player'due south icon's death. The actor must get-go entitle the trigger to a group of objects with an ID. Then, the player may choose to either activate or disable the grouping of objects.

This trigger includes the Spawn-Triggered and Touch on-Triggered options and appears as pinkish in the level editor.

How To Use The Animate Trigger In Geometry Dash,

Source: https://geometry-dash.fandom.com/wiki/Triggers

Posted by: simardritter54.blogspot.com

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