Redirects the trigger to the first opponent found.
Normal helpers and neutral players are not considered opponents.
See the related trigger numenemy in the trigger documentation.
n should be a well-formed expression that evaluates to a non-negative integer.
The trigger is redirected to the n’th opponent.
Redirects the trigger to the nearest opponent.
n should be a well-formed expression that evaluates to a non-negative integer.
The trigger is redirected to the n’th-nearest opponent.
Example:
trigger1 = StateOwner,AILevel
Redirects the trigger to the first helper found. See the related trigger NumHelper in the trigger documentation.
The Helper redirection now also accepts an optional index argument, through the new format Helper(ID, index). Defaults to 0 (first one).
The old formats still work exactly the same.
Example:
trigger1 = NumHelper(1005) >= 2
trigger1 = Helper(1005, 1), MoveType = A; The second helper with ID 1005
ID should be a well-formed expression that evaluates to a positive integer. The trigger is then redirected to a helper with the
corresponding ID number.
Redirects the trigger to the helper entity by index.
Each helper is assigned an index according to their position among the total number of helpers a player has. These indexes begin at 1, with index 0 being a special case that represents the root player. A player with 5 helpers, for instance, will have helpers with indexes 1 through 5.
Redirects the trigger to the same player as the “P2” family of triggers (P2StateNo, etc). So, for instance, P2, StateNo is equivalent to P2StateNo.
The “P2” enemy has some notable properties:
facep2, etc)All of these properties make P2 the optimal enemy redirection in most cases.
Note: This redirection should not be mistaken for “Player(2)”, which is always player number 2.
Redirects the trigger to the player’s parent. (Player must be a helper.)
Redirects the trigger to the player’s partner. Normal helpers and neutral players are not considered opponents. See the related trigger numpartner in the trigger documentation.
n should be a well-formed expression that evaluates to a non-negative integer.
The trigger is redirected to the n’th partner.
Redirects a trigger to the character with the specified PlayerNo.
n should be a well-formed expression that evaluates to a non-negative integer.
The trigger is redirected to the player with unique ID equal to ID. See the ID and PlayerExistID triggers in the trigger documentation.
Each player is assigned a specific index in the internal player list. PlayerIndex will redirect a trigger to the player (helpers included) with the specified index. The first index is 0. If there are 20 players on screen, valid indexes will be 0 through 19.
Like all “index” triggers, this is especially useful in for and while loops.
Redirects the trigger to the root.
Redirects a trigger to the owner of the current state the character is in. Useful when a custom stated target needs to redirect a trigger to the player.
Note: states are owned by the root.
Redirects the trigger to the first target found.
The Target redirection now also accepts an optional index argument, through the new format Target(ID, index). Defaults to 0 (first one).
The old format still works exactly the same.
Example:
trigger1 = NumTarget >= 2
trigger1 = Target(-1, 1), Alive; The second target with any ID
ID should be a well-formed expression that evaluates to a non-negative integer. The trigger is then redirected to a target with the corresponding targetID.
The targetID is specified in the ID parameter of a HitDef controller.