⚡Triggers
< Modding | ComponentsModding/Components/Triggers
Jump to navigation
Jump to search
Components
- 🎚️Toggles
- ⚡Triggers
- ⏲️Timers
- WeaponAutoTargetRules
- Weapon (modding)
- Values
- TypedResourceGrid
- TurretWeapon
- Thruster (modding)
- Storage components
- ShipRenderLayerRules
- SelfBuffProvider
- Rotation (modding)
- ResourceStorage
- ProgressBar
- PartUIToggle
- PartToggledComponents
- PartSprite
- PartComponent
- Other components
- OperationalPartComponent
- OperationalChainablePartComponent
- MultiValue
- Modding/Components/PartToggleProxy
- Modding/Components/DistanceThreshold
- Modding/Components/Buffs
- InlineResourceConverter
- GridBuffProvider
- FtlDrive
- FlexResourceGrid
- FixedWeapon
- Emitter
- DeathEffects
- ContinuousEffects
- CircleBuffProvider
- ChainablePartComponent
- BuffableValue
- BeamEmitter
- BaseResourceStorage
- BasePartBuffProvider
- BaseCollider
- AreaBuffProvider
- Airlock (modding)
This type of component causes things to happen. When a trigger makes something happen, we say it "fires".
Triggers allow you to pick what makes them fire, and what exactly happens then. This is done with references to other components.
They are strongly tied to toggles.
Multitrigger
Similar to the Multitoggle of toggles.
Example from missile_launcher_he.rules
:
CommonReloadResetTrigger
{
Type = MultiTrigger
Triggers = [WeaponA, WeaponB, WeaponC]
}