Events

Events are the ones that effect the level, using them properly brings you a lot of conveniences when programming.

Here's a list of them: (Sorry I missed the "Victory" event lol)

## Increase Progress

You can increase progress with this logic event, once the progress reaches 100%, "Zone Concurred" will be displayed.

The input value can be negative, so you can cancel the current progress with negative progress.

## Victory

You can decide on what condition will the zone be concurred with this event.

## Wait

You can decide how long the events behind "wait" will be delayed. "Negative seconds" are equal to 0 seconds.

The Eye icon beside the input bar is an option to let you chose whether to display the countdown or not.

## Activate

You can activate a currently deactivated object with this logic event. An object that is already activated(visible object) will not be affected by this event.

All the objects' default mode are set to "Activated".

## Deactivate

You can deactivate a currently activated object with this logic event. An object that is already deactivated(invisible object) will not be affected by this event.

## Reset

You can reset an object to its original location with this logic event. A currently deactivated object will ignore this event.

## Respawn Player

Select a building zone, and when this event is triggered, the player spawn with the selected building zone will be respawned.

Don't mess with it, it might crash the game.

## Set Respawn

Select a building zone with "Machine" select bar, and then select a respawn point with "Target" select bar.

When this event is triggered, the selected player will be respawned at the respawn point you have previously set. If the respawn point was moved, the respawn location will not follow the respawn point, you'll have to re-trigger this logic event.

Don't mess with it, it might crash the game.

## Reload Player

By its meaning, you can reload your weapons with this event.

Different settings can reload weapons differently.

## Transform

This is how you move the objects, different inputs moves the object differently, you can check the info icon on the top right of the event to know more about it.

There are Global and Local mode of transforming, Global means all the movements are based on the whole world; Local means all the movements are based on the object itself.

## Modify Variable

You can input the name of the variable as its "tag", one tag only have one value, and so it gets its name "variable".

You can change the value of a variable by this logic event, the info icon on the top right will help you learning how to use it.

There are Global and Local mode of variables, if the logic event has selected an object, then it is a "Local mode variable"; if the logic has not selected an object, then it is default to "Global mode variable". Global and Local variables do not affect each other, even with a same tag.

## Randomize Variable

By its meaning, it gives you a random variable with a set tag.

## Repeat

By its meaning, it repeats all the logics inside one trigger event.

The repeat time does not mean how many times it will run, it means "repeat times", so the actual times of the logic events will be repeat times +1.