HitmanDrummer
Refugee
I had asked a question and then enlightened myself through thought. I'm sorry for the confusion but I suppose I can alter my perception of the question. I know that triggers require some sort of interaction like a mouse click or key press. Is it possible to create your own triggers and bind them to a key? This may have already been covered somewhere. My original question was, just to show some humility:
So after the fact, I understand how the triggers function. WeaponFire is left click, and UseItem is right click, i.e.: Action 0 and Action 1. Perhaps to salvage the post, can you create your own triggers and tie them to a click or press?
"Hello, I'm newish in attempting to mod. I need some guidance on how to write the syntax to activate a trigger on an animator, if it is possible. I can make a bool work just fine but I'd like to know how to write for a trigger. I mostly just testing, trial and error and playing around. Even if my mods never get released I'm having fun doing it. I certainly don't think I have enough meat and potatoes in them to release lol. The bool example looks like:
<triggered_effect trigger="onSelfPrimaryActionStart" action="AnimatorSetBool" target="self" property="DoThis" value="true"/>
How can I write this line to use a trigger instead of a bool please?
<triggered_effect trigger="onSelfPrimaryActionStart" action="AnimatorSetTrigger" ??? />
I've been trying to figure it out on my own, watching videos, looking at game code, and other mods but I just cant seem to figure this one out. Still not even sure if you can activate a trigger this way. If anyone has some insight to guide me along I would be very grateful."
So after the fact, I understand how the triggers function. WeaponFire is left click, and UseItem is right click, i.e.: Action 0 and Action 1. Perhaps to salvage the post, can you create your own triggers and tie them to a click or press?
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