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Triggers
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==Trivia== *Before [[Update 2.2]], almost every trigger added in Update 2.1 had either unfinished or placeholder help text such as "X trigger help" or "X trigger command help." [[File:OldStopTriggerHelp.jpg|270px|right]] :*To compensate for the unfinished help text, RobTop created two levels named "Editor Examples 002" and "Editor Examples 003", which demonstrate the functions of the new 2.1 triggers. *On the filtred editor of Update 2.2 taken from the updated spin off games, if you press the help button on the 2.2 triggers you will find funny messages RobTop left as a placeholder and in case someone hack the game. *In Update 2.0, infinite colour channels were introduced, allowing players to now use far more colors in various background objects and tiles, unlike before in 1.9, when players are limited to only four colour channels. As of Update 2.2, the max amount of colour channels is 999. *The square-shaped custom ring in the editor serves as a toggle trigger: it can activate or deactivate a group upon tapping. *The item pickups may also serve as touch toggle triggers: it can activate or deactivate a group upon being touched. *The player may disable the effects of shake triggers in Options, where they may select "Disable Shake Effects." *In Update 2.1, the triggers that changed the line, ground 1, ground 2, background, object colour, and 3DL were merged into a new trigger, the colour trigger. **The player can navigate to the "+" symbol in the Colour trigger, thereby opening the "Special Colour Select" to acquire the ability to change a special colour. **The "Tint Ground" option is exclusive to the background colour trigger. It would change the ground 1 colour to the same colour as the background. ***This does not work in the editor's play test mode. **The original special colour triggers (BG, G, G2, LINE, OBJ, 3DL) can be used by copying one of them as a special object or adding them to the player’s custom objects in/from a level made before Update 2.1 was released. [[File:Counter trigger.png|270px|right]] *There is an unused counter trigger texture accessible by selecting it on custom delete. *The solid start position was a "level end" object that did nothing in 1.0. **In Update 2.2, an end trigger was added, acting how the unused trigger is suspected to have worked, ending the level upon activation. *If a '''Spawn''' trigger is configured to spawn a '''Stop''' trigger with more than 0 delay and the '''Stop''' trigger is configured to stop the '''Spawn''' trigger, the game crashes. **SPAWN Group 2 (in Group 1) --> STOP Group 1 (in Group 2) **Fixed in Geometry Dash World 2.2.11. *Spawning a trigger that is spawn triggered, touch triggered and multi activate (obtainable by editing level data) makes it no longer touch triggerable. **But not in Geometry Dash World 2.2.11. *There is another editor feature similar to gameplay channel called "Order". All triggers in order 1 must be activated before ANY triggers in order 2 can be activated, same for order 2, 3, etc. Triggers in order 0 are unaffected (since order 0 is just null). **The game defaults both order and channel to 0, the difference is that channel 0 actually exists. *Special color channels, like the background, ground and others have colour channels too, being (since 2.2): [[File:An_MG2_colour_chaneel.png|270px|right]] **1000 - BG **1001 - G1 **1002 - Line(L) **1003 - 3DL **1004 - Object **1005 - P-Col 1 **1006 - P-Col 2 **1007 - Light BG **1009 - G2 **1010 - Black **1011 - White **1012 - Lighter **1013 - MG **1014 - MG2 Any more than 1014 will only return "N/A". Also some color channels (such as 1200, 2000 etc,) are corrupted meaning they *often* crash the game *The Gameplay Rotation Trigger can mess with Camera Triggers if those are activated from start and if the Gameplay Rotation Trigger do not have "Spawn Triggered" or "Touch Triggered" activated. *If using the Item Counter with "Attempts" option checked on classic mode, the counter will not count your total attempts, it is a weird bug because this needs to count in either classic and platformer mode but this will count only on platformer but with a little delay starting from "0" and then your current attempt. *When you make the Item Counter show "Points" you see the game is taking 1000 points by each second it passes, it is because for default this condition is enabled and the only way to make it stop is by going to the extra options from the editor's option menu (Not the ones inside the editor's pause menu) and check "No time penalty" option. *Secret coins have a similar functionality to triggers, they can spawn a groupID when collected. Although, this isn't something you can see unless you have a way to see unlisted objects in the editor. **Also secret coins are auto-deleted after you exit the editor, so even if you get one in your level it's pretty useless because it'll be gone very soon. **This also applies to User Coins and the best way to see it in action is if you have a copy of one of any of the official platformer levels, copy the coin from there, place it on a new level from the editor label and use the ID "279" ("281" for The Tower) on any Trigger, when taken it will activate the trigger with the same ID, even if you turn on the option "Trace In" on one of the SFX trigger with the ID "279" ("281" for The Tower) you'll see the effect is activated directly from the coins and not from a hidden trigger.[https://x.com/TheRealGDColon/status/1837699762784502117] [[File:editor_secret_coin.gif|200px|right|thumb|Secret Coin Example]] *Keyframe Object has a bug where if after giving an ID of an object and check "Preview art" when you want to see the keyframe you see it's gone but you can select it, to prevent this you need to put an object with the same ID as Parent (Parent ID works as a center for your group of objects) and when you select all the line of keyframes with "Select all" and "Update art" if you already checked "Preview art" or just uncheck and check said option again and you will see the preview again. **The second bug is when you uncheck "Preview art" on your Keyframe Object, you'll see that the keyframe arrow is moved away from the center and it's hitbox to click gets a little bigger, this bug gets fixed when you exit and re-enter to the editor. [[File:KeyframeDisapeared.png|200px|right|thumb|Keyframe bug 1]]<br><br>[[File:KeyframeMisplaced.png|200px|right|thumb|Keyframe bug 2]] *If selected two Toggle Blocks and check "Edit Object" instead of the normal options you see in a normal Toggle Block, you will see trigger options meaning the setup menu turned instead to be for a Toggle Box it changed to be for the Toggle Trigger, messing with the options does nothing and doesn't affect the funtionality of the Toggle Blocks. <br><br><br> *While the timewarp trigger's help menu does tell you how the trigger works, [[Robert Topala|Robtop]] also left another message in the help menu. It reads: **"I need to add more options before you can do Za Warudo..." **"Za Warudo" means "The World" in Japanese (You know, a Jojo reference). [[File:za_warudo_help_2.2.jpg|270px|right|thumb|Timewarp trigger help menu]]<br> *There is a template trigger within the games files, that (as of 2.2) uses the texture for the state block. Within its menu, it's referred to as the "Object Control" trigger, despite doing nothing. It's another unlisted object, except it's not auto-deleted when you exit the level. [[File:obj_control_2.2.jpg|270px|left|thumb|Object control trigger]] [[File:obj_control_help_2.2.jpg|270px|center|thumb|Object control trigger help menu]] *On the initial release of the game there was a old texture for the end trigger but you cannot place it or use it because the game used that trigger as a position to create the end wall, even though if you hack the 1.0 version of the game to put that trigger on a level it won't do anything at all than work as a block. **After 1.6 the texture was deleted from the game leaving an empty space but the fuction is still the same making the texture to be scrapped until we had the actual end trigger. **After 2.0 the game uses the default block texture for this trigger, the fuction is still the same. {{Togglebox |header = 2.1 trigger help text |body = <gallery mode="packed"> OldStopTriggerHelp.jpg OldFollowPlayerHelp.jpg|Follow player Y help in 2.1 showing nothing. OldCollisionBlockHelp.jpg|Collision Block help in 2.1 just showing a template message. OldPickupHelp.jpg|Pickup help in 2.1, you get the idea. OldMoveEnterHelp.jpg|Move Enter Effect trigger help from the leaked editor of the spin off games with the early 2.2 code. OldEnterEffectHelp.jpg|Enter Effect help for noisy people. OldStopAreaHelp.jpg|Stop Area help on the leaked editor for the new players of 2.2 </gallery> }} {{Togglebox |header = Particles from the files in-game |body = Particles are stored as .plist files, both from the particle editor and particles used in other places in the game (like the flames in the [[Secret Room|secret room]] after you type in a code), meaning you can have those particles in a level as seen below. <gallery mode="packed"> File:particles_most.jpg|Most of the particle fx File:particles_some.jpg|Most of the remaining particle fx File:particles_speed.jpg|Speed particle fx File:particles_misc.jpg|Particle fx for the end portal and bg particles in flying modes File:particles_color_hint.jpg|What all the colors mean </gallery> }} [[Category:Level editing (base content)]]
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