
解説(公式ヘルプを噛み砕いて)
このブロックは右上に設定されたゲーム内イベント(例:OnGamestart=ゲーム開始時)をトリガーとして実行されます。
条件、の部分に入っている条件に合致しているかどうかを確認した後、アクションに記述されている処理を実行します
条件、の部分に入っている条件に合致しているかどうかを確認した後、アクションに記述されている処理を実行します
右上の条件(開始条件)
OnGoing/進行中
Ongoing/進行中のイベントタイプは、その条件が真になったかどうか(その条件になったかどうか)を継続的にチェックします。
条件が真になった場合(条件に当てはまる状態になった場合)アクションは一度だけ実行されます。
イベントが再度実行されるには、条件が偽になり(条件から外れる)その後再び真になる必要があります。
条件が真になった場合(条件に当てはまる状態になった場合)アクションは一度だけ実行されます。
イベントが再度実行されるには、条件が偽になり(条件から外れる)その後再び真になる必要があります。
現在、Ongoing/進行中のイベントタイプはプレイヤー、チーム、車両、キャプチャーポイントに関してに存在します。
プレイヤーおよびチームのコンテキスト内では、EventPlayerやEventTeamなどのペイロード値ブロックを使用して、イベント内の特定のプレイヤーまたはチームを参照できます。
注:FFAモードでは、Ongoing Teamはまったく実行されません。
プレイヤーおよびチームのコンテキスト内では、EventPlayerやEventTeamなどのペイロード値ブロックを使用して、イベント内の特定のプレイヤーまたはチームを参照できます。
注:FFAモードでは、Ongoing Teamはまったく実行されません。
OnAIMoveToFailed
AI兵士が目的地への到達を試みなくなったときに発生します。
OnAIMoveToRunning
AI兵士が目標地点への移動を開始した際に発動します。
OnAIMoveToSucceeded
AI兵士が目標位置に到達した際にトリガーされます。
公式ヘルプ文
ルール ブロックは、ゲーム内の イベント からトリガーされます。 イベント がトリガーされると、このブロックはその 条件 が満たされているかどうかを確認し、 アクション のすべてを実行します。
次の例では、 条件 は、プレイヤーがキルを獲得したときに、そのチームが目標スコアに達しているかどうかをチェックしています。そして、 アクション が実行され、この場合、 プレイヤー の勝利としてゲームモードを終了します。
ルール ブロックイベントの種類
OnGoing
Ongoing Event types continually check if its Condition has become True. If so, the Actions will be executed once. In order for the Event to execute again, the Condition must become False before becoming True again.
OnGoing
Ongoing Event types continually check if its Condition has become True. If so, the Actions will be executed once. In order for the Event to execute again, the Condition must become False before becoming True again.
Ongoing Event types currently exist within the context of: Player, Team, Vehicle and CapturePoint
Within the Player and Team contexts, payload value blocks, such as EventPlayer and EventTeam, can be used to refer to the specific Player or Team within the Event. Note: In FFA, Ongoing Team will not execute at all.
OnAIMoveToFailed
This will trigger when an AI Soldier stops trying to reach a destination.
This will trigger when an AI Soldier stops trying to reach a destination.
Payloads: EventPlayer (AIPlayer)
OnAIMoveToRunning
This will trigger when an AI Soldier starts moving to a target location.
This will trigger when an AI Soldier starts moving to a target location.
Payloads: EventPlayer (AIPlayer)
OnAIMoveToSucceeded
This will trigger when an AI Soldier reaches target location.
This will trigger when an AI Soldier reaches target location.
Payloads: EventPlayer (AIPlayer)
OnAIParachuteRunning
This will trigger when an AI Soldier parachute action is running.
This will trigger when an AI Soldier parachute action is running.
Payloads: EventPlayer (AIPlayer)
OnAIParachuteSucceeded
This will trigger when an AI Soldier parachute action has succeeded.
This will trigger when an AI Soldier parachute action has succeeded.
Payloads: EventPlayer (AIPlayer)
OnAIWaypointIdleFailed
This will trigger when an AI Soldier stops following a waypoint.
This will trigger when an AI Soldier stops following a waypoint.
Payloads: EventPlayer (AIPlayer)
OAInWaypointIdleRunning
This will trigger when an AI Soldier starts following a waypoint.
This will trigger when an AI Soldier starts following a waypoint.
Payloads: EventPlayer (AIPlayer)
OnAIWaypointIdleSucceeded
This will trigger when an AI Soldier finishes following a waypoint.
This will trigger when an AI Soldier finishes following a waypoint.
Payloads: EventPlayer (AIPlayer)
OnCapturePointCaptured
This will trigger when a team takes control of a CapturePoint.
This will trigger when a team takes control of a CapturePoint.
Payloads: EventCapturePoint (Captured Capture Point)
OnCapturePointCapturing
This will trigger when a team begins capturing a CapturePoint.
This will trigger when a team begins capturing a CapturePoint.
Payloads: EventCapturePoint (Contested Capture Point)
OnCapturePointLost
This will trigger when a team loses control of a CapturePoint.
This will trigger when a team loses control of a CapturePoint.
Payloads: EventCapturePoint (Lost Capture Point)
OnGameModeEnding
This will trigger when the gamemode ends.
This will trigger when the gamemode ends.
OnGameModeStarted
This will trigger at the start of the gamemode.
This will trigger at the start of the gamemode.
OnMandown
This will trigger when a Player is forced into the mandown state.
This will trigger when a Player is forced into the mandown state.
Payloads: EventPlayer (Downed Player)
OnMCOMArmed
This will trigger when a MCOM is armed.
This will trigger when a MCOM is armed.
Payloads: EventMCOM (Armed MCOM), EventPlayer (Player Who Armed)
OnMCOMDefused
This will trigger when a MCOM is defused.
This will trigger when a MCOM is defused.
Payloads: EventMCOM (Defused MCOM), EventPlayer (Player Who Defused)
OnMCOMDestroyed
This will trigger when a MCOM detonates.
This will trigger when a MCOM detonates.
Payloads: EventMCOM (Destroyed MCOM)
OnPlayerCompletedObjective
This will trigger when a Player completes an objective.
This will trigger when a Player completes an objective.
Payloads: EventPlayer (Player Who Completed Objective), EventObjective (Objective Completed)
OnPlayerDamaged
This will trigger when a Player takes damage.
This will trigger when a Player takes damage.
Payloads: EventPlayer (Damaged Player), EventOtherPlayer (Damager Player), EventDamageType (Type of Damage Dealt), EventWeapon (Killing Weapon)
OnPlayerDeployed
This will trigger whenever a Player deploys.
This will trigger whenever a Player deploys.
Payloads: EventPlayer (Deployed Player)
OnPlayerDied
This will trigger whenever a Player dies.
This will trigger whenever a Player dies.
Payloads: EventPlayer (Victim), EventOtherPlayer (Killer), EventDeathType (Victim Death Type), EventWeapon (Killing Weapon)
OnPlayerEarnedKill
This will trigger when a Player earns a kill against another Player.
This will trigger when a Player earns a kill against another Player.
Payloads: EventPlayer (Killer), EventOtherPlayer (Victim), EventDeathTtype (Victim Death Type), EventWeapon (Killing Weapon)
OnPlayerEarnedKillAssist
This will trigger when a Player earns a kill assist.
This will trigger when a Player earns a kill assist.
Payloads: %EventPlayer (Assist Player), EventOtherPlayer (Victim)
OnPlayerEnterAreaTrigger
This will trigger when a Player enters an AreaTrigger.
This will trigger when a Player enters an AreaTrigger.
Payloads: EventPlayer (Player Who Entered Volume), EventAreaTrigger (Area Trigger Entered)
OnPlayerEnterCapturePoint
This will trigger when a Player enters a CapturePoint capturing area.
This will trigger when a Player enters a CapturePoint capturing area.
Payloads: EventPlayer (Player Entering Capture Area), EventCapturePoint (Capture Point Being Entered)
OnPlayerEnterVehicle
This will trigger when a Player enters a Vehicle.
This will trigger when a Player enters a Vehicle.
Payloads: EventPlayer (Player Who Enters Seat), EventVehicle (Vehicle)
OnPlayerEnterVehicleSeat
This will trigger when a Player enters a Vehicle seat.
This will trigger when a Player enters a Vehicle seat.
Payloads: EventPlayer (Player Who Enters Seat), EventVehicle (Vehicle), EventSeat (Seat Index)
OnPlayerExitAreaTrigger
This will trigger when a Player exits an AreaTrigger.
This will trigger when a Player exits an AreaTrigger.
Payloads: EventPlayer (Player Who Left Volume), EventAreaTrigger (Area Trigger Exited)
OnPlayerExitCapturePoint
This will trigger when a Player exits a CapturePoint capturing area.
This will trigger when a Player exits a CapturePoint capturing area.
Payloads: EventPlayer (Player Leaving Capture Area), EventCapturePoint (Capture Point Left)
OnPlayerExitVehicle
This will trigger when a Player exits a Vehicle.
This will trigger when a Player exits a Vehicle.
Payloads: EventPlayer (Player Who Enters Seat), EventVehicle (Vehicle)
OnPlayerExitVehicleSeat
This will trigger when a Player exits a Vehicle seat.
This will trigger when a Player exits a Vehicle seat.
Payloads: EventPlayer (Player Who Enters Seat), EventVehicle (Vehicle), EventSeat (Seat Index)
OnPlayerInteract
This will trigger when a Player interacts with InteractPoint.
This will trigger when a Player interacts with InteractPoint.
Payloads: EventPlayer (Player Who Interacted), EventInteractPoint (InteractPoint Interacted With)
OnPlayerJoinGame
This will trigger when a Player joins the game.
This will trigger when a Player joins the game.
Payloads: EventPlayer (Joined Player)
OnPlayerLeaveGame
This will trigger when any player leaves the game.
This will trigger when any player leaves the game.
OnPlayerSwitchTeam
This will trigger when a Player changes team.
This will trigger when a Player changes team.
Payloads: EventPlayer (Player changing Team), EventTeam (New Team)
OnPlayerUIButtonEvent
This will trigger when a Player interacts with an UI button.
This will trigger when a Player interacts with an UI button.
Payloads: EventPlayer (Player who interacted), EventUIWidget (Button Interacted With), EventUIButtonEvent (Type Of Interaction)
OnPlayerUndeploy
This will trigger when the Player dies and returns to the deploy screen.
This will trigger when the Player dies and returns to the deploy screen.
Payloads: EventPlayer (Dead Player)
OnRayCastHit
This will trigger when a Raycast hits a target.
This will trigger when a Raycast hits a target.
Payloads: EventPlayer (Origin of the Raycast), EventPoint (Vector with Location of the Hit), EventNormal (Vector with orientation of the Normal)
OnRayCastMissed
This will trigger when a Raycast is called and doesn't hit any target.
This will trigger when a Raycast is called and doesn't hit any target.
Payloads: EventPlayer (Origin of the Raycast)
OnRevived
This will trigger when a Player is revived by another Player.
This will trigger when a Player is revived by another Player.
Payloads: EventPlayer (Revived Player), EventOtherPlayer (Reviver Player)
OnSpawnerSpawned
This will trigger when an AISpawner spawns an AI Soldier.
This will trigger when an AISpawner spawns an AI Soldier.
Payloads: EventPlayer (Newly Spawned AI Soldier), EventSpawner (AI Spawner)
OnTimeLimitReached
This will trigger when the gamemode time limit has been reached.
This will trigger when the gamemode time limit has been reached.
OnVehicleDestroyed
This will trigger when a Vehicle is destroyed.
This will trigger when a Vehicle is destroyed.
Payloads: EventVehicle (Destroyed Vehicle)
OnVehicleSpawned
This will trigger when a Vehicle is called into the map.
This will trigger when a Vehicle is called into the map.
Payloads: EventVehicle (Spawned Vehicle)