Triggers are made for one thing : letting bullets spawn other bullets or nodes. Do you want your bullet to explode and spawn multiple little bullets on collision ? Do you want your bullets to spawn a node every 4 seconds ? This is what triggers are for.

A trigger is made of a condition + an event : if the condition is met, the event is triggered. Ex : spawn pattern 2 when a bullet is at less than 100 pixels of the player.

Alternatively, you can connect a TriggerContainer to a SpawnPoint which can be used to trigger the Spawnpoint’s spawn call with a Trigger Time or Trigger Position but it’s not very useful and not to be used as the default way to use Spawnpoints or Trigger Containers.

  1. Add a TriggerContainer to the scene
  2. give it an ID.
  3. reference this ID in the Bullet Props.
  4. add a Trigger resource (Trigger Time, Trigger Pos, Trigger Signal, Trigger Col) and a Spawn Pattern Resource to the TriggerContainer.
  5. if wanted, write the non-default logic behind the triggering. See below.

Trigger Container Advanced Controls

A trigger can trigger a pattern. Right. But what if you want to 2 triggers to be required in order to trigger a pattern ? Or one or another ? Or change triggers and patterns in the bullet's lifetime ?

Welcome to Advanced Controls.

Basics

In the Advanced Controls textbox, 2 lines form an instruction.

The first line has 3 elements : 2 membres separated by a = sign. The left membre is the trigger(s) index in the trigger array right below, the right membre is the same for the patterns.

Ex : 0=1 will trigger the pattern 1 when the trigger 0 is activated.

And / Or