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m 6 revisions imported: Copied from Official Wiki https://geometrydash.wiki.gg/index.php?title=Triggers&oldid=265172 ; contributors: https://geometrydash.wiki.gg/index.php?title=Triggers&action=history
Color triggers can color the background (indicated by a BG), the ground (indicated by GRND), a secondary color of the ground (GRND 2), the line between the ground and the background (indicated by Line), the default outline of hitboxes on objects (Obj), the default color of three-dimensional line (indicated by 3DL), and any color that is used in decoration (indicated by Col).
To change a color using a color trigger, press the Edit Object button at the right of the screen. A screen titled "Select Color" will pop up. The color circles in the middle are used to change the color. The outer circle selects the hue, while the inner circle controls the tone and value. The fade time is the amount of time it will take to fade from the previous color to the one the player are currently selecting. The player can use the slide bar beneath it to change it or type the number in. The time value ranges from 0.00 to 10.00 seconds but can be set for more than that manually. The Player Color 1 checkbox and the Player Color 2 checkbox make the trigger ignore the colour circles, and will then change the color to the player's primary/secondary colour, for whoever plays the level. The Copy and Paste buttons in the top-right copies the colour currently displayed, which then can be pasted into another color trigger. The Copy Color option allows the player to take any other channel and change its hue, saturation, or brightness. It will also cause the channel to change with its source. The Copy Opacity option will cause the channel to have the same opacity value as its source. Touch trigger and Spawn Trigger will be discussed further down on this page.
These next few features only appear in the Col, Line, and 3DL colour triggers. In the right side of the screen, there is an opacity slider which determines how transparent/opaque the colour is. Similar to it is the Blending option, which allows the colour to stack with others, with darker colours being more transparent.
Move triggers are triggers that move certain groups of objects around in a level. To use this the player will have to know how to group objects under a specific group.
Once the player has given the group of objects a group ID, they may open the "Edit Object" menu while the move trigger is selected. The player will get a Move X input, a Move Y input, 2 checkboxes labelled "Lock to player X/Y", an Easing option, a move time, a target Group ID, and the touch-triggered and spawn-triggered checkboxes.
The Target Group ID controls which group of objects the player are currently going to be moving. Set the number equal to the number of the group that the player want to move. The player can then change the Move X and the Move Y to control the amount of movement the group will move. Putting a 10 into the X will move the group 1 unit right. Putting a 1 in the X will not move the group 1 unit right, but rather 1/10 of a unit. If X is positive the group moves right. If X is negative, the group will move left. If Y is positive the group will move upwards, and if Y is negative, the group will move downwards. The player can put a number in for both X and Y to make it move diagonally. The slider allows movement from -100 to 100, but the actual range is -999 to 999, as the player can input 3-digit numbers outside that range as well.
The "Lock to Player X/Y" checkboxes will ignore the number inputted above them and will instead move the group perfectly to any move the player makes. It will look like the object is moving at the same speed of the player, or is just not moving at all depending on how much of the level the player see. Applying two locking to player X's will make the objects move twice the speed of the player, and if enough objects are in the group and they are used correctly, can make it seem like the player is moving backwards through the level.
The easing controls the distribution of movement across time. Some are easy to understand, such as “bounce”, but others are not as straightforward and if used creatively can achieve special effects (for example, the sine easing allows circular motion of objects).
The move time controls how long it will take to complete the movement. As soon as that much time has elapsed, the group will be at the target destination and will stop moving, unless there is another move trigger. Similar to color triggers, the time range is from 0.00s to 10.00s, and can be set for more than that manually.
Triggers and speed portals can only be moved vertically. Form portals' grids will not move with the portals, making it possible to make an offset of the grid.
Pulse Triggers will change a colour channel or group to one colour temporarily.
In the bottom-right of the screen, there should be a field marked "Channel ID". Right above it are two buttons, one labelled "Channel" and one labelled "Group". The channel button will cause all objects using or copying the specified channel to pulse, while the group button will do the same except it will affect all objects using a group.
Above those two are two more buttons, one reading "Color" and the other "HSV". Color should be automatically selected and will cause the colour wheel to appear. A colour may be chosen from there to cause the specified group/channel to pulse the chosen color. The HSV is for selecting colours similar to another and will change when the source colour is changed.
Below the HSV options/colour wheel, there are three sliders, one "Fade-In," one "Hold," and one "Fade-Out." These are self-explanatory; the values in the fields should match the time in seconds the color should fade in, stay, and fade out respectively.
Similar to Colour Triggers, there are two buttons labelled Copy and Paste in the top-right, both serving the same function.
This trigger appears as yellow in the level editor.
Alpha triggers are triggers that affect the transparency of a group of objects. Under the Group ID field, there are two sliders: FadeTime and Opacity. FadeTime is the time in seconds it should take for the specified group to reach the opacity selected using the Opacity slider.
This trigger appears as light blue in the level editor.
Toggle triggers completely (de)activate a group of objects. If the tick box "Activate Group" is left unticked, the group will immediately disappear when passing by the trigger and the player can go through any platforms or obstacles in this particular group. If it is ticked, then the opposite will happen: the group will reappear and the player will not be able to pass through the hazards and static objects.
Note that toggle triggers can take on two different colours in the editor depending on whether they are set to on or off. When it activates a group, it appears green. When it deactivates a group, it appears red. In the toolbar, it appears the default red.
Spawn triggers activate a certain group of triggers that are marked "Spawn Triggered." Unlike the others, spawn triggers are automatically marked as touch triggered. When activated, the group to be activated will be triggered at the same time, regardless of horizontal placement. The triggers activated by a spawn trigger can only be triggered once, even if the player passes by multiple spawn triggers activating the same triggers.
Trail Triggers enable or disable the secondary trail left by the player. The secondary trail is a copy of the player's primary color in the shape of the icon at its current position that is repeated as the other copies fade away behind the player.
These triggers are pretty straightforward with no parameters needed. They are indicated by a cube leaving a trail. There are two triggers for this: Enable and Disable. Enable will enable the secondary trail. Disable will disable the secondary trail.
The player may have noticed animations at the edges of the screen as objects come onto the screen before. These triggers control such animations. These triggers are indicated by a default block with some annotations around it. The annotations are designed to tell the player what the animation is, but some of them are difficult to discern what they are. Here are the descriptions in order of the triggers’ appearance in the editor:
No transition.
Blocks will appear moving downwards and disappear moving upwards.
Blocks will appear moving upwards and disappear moving downwards.
Blocks will appear moving to the right and disappear moving from the right.
Blocks will appear moving to the left and disappear moving from the left.
Blocks will shrink to the left and grow from the right.
Blocks will grow to the right and shrink from the left.
Blocks will implode in front of the player and explode behind the player.
Blocks will explode in front of the player and implode behind the player.
Blocks will appear by moving inwards from the top and bottom and disappear by moving outwards from the bottom and top.
Blocks will appear by moving outwards from the top and bottom and disappear by moving inwards from the bottom and top.
Color, Move, Pulse, Alpha, Toggle, and Spawn Triggers will have a checkbox labelled "Touch Triggered." Enabling this will give the trigger a hitbox that will activate the trigger only if the player enters the hitbox. The Spawn Trigger will never activate if this is turned off, even if the player touches the very coordinates the trigger sits at.
Color, Move, Pulse, Alpha, and Toggle Triggers also have a checkbox labelled "Spawn Triggered." Enabling this will make the trigger not activate at all (not even if the player goes past it) until it is spawned using a Spawn trigger.
Update 2.1
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The Rotation Trigger is a trigger to be introduced in Update 2.1 that allows the player to rotate objects in levels. Theoretically, the player may choose to either rotate an object around its axis or a selected point. Similar to the move trigger, the speed at which the object rotates, as well as how many degrees it is rotated by, is optimizable. Whether or not there will be other features, such as the move trigger's easing, is unknown.
In the level editor, the player may entitle an object, or a group of objects, to an ID. The follow trigger allows said objects to follow the player. Variables such as the speed at which it slows down/speeds up to come closer or grow farther from the player's icon and the rate at which it checks where the player's icon is, is customizable.
Shake triggers shake the view of the screen. It is likely that the length of this event, as well as its intensity, is able to be altered.
This trigger grants the player the ability to manipulate animations' movements.
This is a variation of the Follow Trigger. It allows selected objects to follow the player in the Y-axis.
A trigger the player can configure to make tapping something toggle a group of objects on/off.
Count triggers are used to trigger actions after the player has collected a specific amount of items. In correspondence with this trigger, there is a live object counter that "shows [your] progress" regarding how many items you have collected, and possibly
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The Hide Player trigger makes the player transparent, whereas the Show Player Trigger nullifies that effect.
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Trivia
I dont think there is relevant trivia about this but well w/e, let's see