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Activators

JaThePlayer edited this page Oct 5, 2024 · 2 revisions

WIP

This page is a wip, so it's probably not that useful yet

Intro

Activators are a set of triggers added by Frost Helper (Lonn only), which are a alternative to Trigger Triggers.

These are very optimised for performance - most likely, the triggers you're activating will be more laggy than Activators themselves!

Activators are not always equivalent to Trigger Triggers - Activators made certain trade-offs for better performance. Most notably, Fade triggers of various kinds will most likely not work well with Activators, but they should work with Trigger Triggers. In general though, triggers that do something immediately upon the player entering them, and don't depend on the player position, will work just fine with Activators and cause less lag than Trigger Triggers.

The Basics

Activators are split into two categories:

On- Activators

These activators will always be the start of any Activator setup. They'll listen to various events, like flag changes, the player entering them, the room starting, etc. You can either connect them directly to the triggers you want, via adding nodes to the Activator which overlap the target triggers, or you can connect them to Helper Activators for more complex behaviour. Connecting activators to On- Activators is undefined behaviour, and most likely will not work.

Helper Activators

These activators DO NOT react to the player entering them, or do anything in the background on their own, and need to be activated by On- Activators (or Trigger Triggers) first.

Good Practices

I'd recommend placing Activator setups out of bounds if possible, to not clutter the room, and prevent the possibility of the player accidentally triggering the triggers themselves.

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