Events List β
Events run a function when something happens, with no click. Register them in the panel (Registering an Event) and keep [add-on] - Events - 1Click inside the object.
Object lifecycle
Communication
Avatar movement
Collisions
Water
πEntered WaterAt least half of the avatarβs body goes under water.βStanding in WaterThe avatar is in the water and not moving (swimming in place).π§Swimming SlowlyThe avatar swims slowly (walking speed) in the water.π¬Swimming FastThe avatar swims fast (running speed) in the water.βοΈLeft the WaterThe avatar is completely out of the water.
Movement events at a glance β
| Avatar does⦠| Event fires |
|---|---|
| Stops moving, stands on the ground | Idle |
| Starts walking | Starting to walk |
| Starts running | Starting to run |
| Jumps | Jump |
| Walks into water up to the waist | Entered Water |
| Floats without moving | Standing in Water |
| Swims at walking speed | Swimming Slowly |
| Swims at running speed | Swimming Fast |
| Climbs out of the water | Left the Water |
Idle is the "stop" event for walking, running and jumping; the old Stop walking / Stop running events were removed.
Notes for all events β
- Events belong to the object that has the project. A HUD's events are about the HUD's wearer; a target has no events unless it has its own project.
- Each event can be registered once, except Receive Command, which is one event per command name.
- Movement and water events are only detected while the object is attached.
- Every event costs 30 memory units plus its actions.