Triggers, Connections & Logic
Wire chamber behavior by connecting object events to actions — no scripting required.
Triggers
A trigger is an area or object that detects a gameplay event — such as the Subject entering a zone or pressing a button.
Triggers can be configured with:
- Position, size, and rotation
- Activation delay — wait before firing
- One-shot / rearm behavior — where supported by the object type
Connections
Connections link a source event to a target action.
Example:
To create a connection: select a source object, press L, then click the target object. Multiple objects can connect to one another. Connection delays can be added where the editor exposes them.
Logic channels
Logic channels let you express conditions that gate whether an action fires — for example, requiring multiple triggers to activate before a hazard enables.
Think of logic channels as shared state that objects can set, clear, or test. Conditions reference channel IDs defined in your chamber data.