ON CONDITION
Usage:
ON_CONDITION <condition>
Description:
Use this to activate a line trigger only when a specified condition has been met. It works in a similar manner to ON_DEATH and ON_HEIGHT.
Details:
<Condition> is either something that the player is holding:
HEALTH(num)
ARMOUR(num)
BULLETS(num) -- and other ammo types
GREEN_ARMOUR(num) -- and other armour types
KEY_BLUECARD -- and the other keys
CHAINGUN -- and other weapons
POWERUP_PARTINVIS(num) -- and other powerups or it is something the player is doing:
WALKING
SWIMMING
JUMPING
CROUCHING
ATTACKING
RAMPAGING
USING
For health, ammo, armour and powerup conditions, the value (in brackets) is optional. When present it is the minimum needed to activate the trigger. For example: HEALTH(50) requires health 50 or higher to run. Without a value, the trigger activates with "any value above zero".
Any condition can be prefixed with "NOT_", which negates the condition, e.g. NOT_KEY_REDSKULL means that the trigger will only run when the player doesn't have the red skull key. This also works with values, for example: NOT_HEALTH(50) requires health below 50 to run.
Multiple ON_CONDITION lines can be used in each trigger script, and they all have to be satisfied before the trigger will run.
Example:
This radius trigger script checks to see if the player has too much armour for a certain map.
RADIUS_TRIGGER 0 0 -1
// only runs if player has 200% blue armour ON_CONDITION BLUE_ARMOUR(200)
TIP "I think you used IDKFA!" WAIT 3
TIP "Goodbye cheater!" DAMAGE_PLAYER 1000
END_RADIUS_TRIGGER