use (triggers)

Overview

This trigger fires an event when the target entity is used; (e.g. switches).

Inputs

activate

Activates the trigger.
deactivateDeactivates the trigger.
Blink OnEnables the possibility of blinking. (This is no longer used!)
Blink OffDisables the possibility of blinking. (This is no longer used!)

Outputs

BeginThe event will fire at the start of an interaction, at the exact moment when the player pushes down the "USE" key on their controller or keyboard.
EndThe event will fire at the end of the interaction, at the exact moment when the player releases the "USE" key on their controller or keyboard.
Can UseThe event will fire when the player is looking at the target.
Cant useThe event will fire when the player isn't looking at the target.
Hold End
  • The event will fire, if the progress bar is full.
  • Used only when the Hold Count property is greater than 0.

Refs

targetThe target for use.
Initiator
  • Source of hitting
  • Can be empty
  • By default, the initiator is the player. It is governed by the Hit Source Filter in properties.

Properties

ActiveIf turned off, the trigger won't send any events. The property can be set to false by triggering the "deactivate" input of the trigger.
Hit Source Filter
  • Anyone  the event will fire when anyone uses the target.
  • Player Excluded  the event will fire when anyone except the player uses the target.
  • Player Only  the event will fire when only the player uses the target.
Usage DistanceThe distance from which it can be used.
Use Icon

You can customize an icon for using the object.

Blink distanceThe distance from which we see that objects can be used. (This is no longer used!)
Blink preventEnable or disable the possibility of blinking. (This is no longer used!)
Check Need EndWhether the trigger is allowed to send an "End" event, if there is no "Begin" event. True = an event will be sent, False = no event will be sent.
Ignore BusyCan the target be used while the player is busy?
Trigger only

A special property that governs whether a node just monitors the instance of a universal Use logic of an interactive object (loot, weapon, etc.) or whether it creates an instance of a script-specific Use logic for non-interactive ones (such as scenery or set-dressing elements that need to be manipulated for gameplay purposes).

  • If TRUE, it will simply fire the event when the player interacts with the target, provided the target is an already universally interactive object by itself (loot, weapon, etc.).
  • If FALSE, it will enable a non-interactive entity, specified as the target, for the player to interact with, then fire the event, if the player enquiries so.

Note, that it is very important to set Trigger only to TRUE, if you specify a universally interactive object (loot, weapon, etc.) as the target. Otherwise the engine will crash.

This is because an object can't handle both USE logic instances (universal and script-specific ones) at the same time. It's one or the other.

Hold CountThe amount of time (seconds) that the player needs to hold the use key/button to utilize an object.

Usage examples


Shortcuts

Shift+U+LMB

See also

On this page:


Exodus SDK © 2005-2023, 4A Games Limited. Developed by 4A Games®.
4A Games® is a registered trademark, and 4A Games Limited, Exodus SDK and their respective logos are trademarks of 4A Games Limited.
Published by Deep Silver. Deep Silver is a division of PLAION GmbH, Austria. Deep Silver and Plaion are registered trademarks of PLAION GmbH.
Metro Exodus is inspired by the internationally best-selling novels METRO 2033 and METRO 2034 by Dmitry Glukhovsky.
All other trademarks, logos and copyrights are property of their respective owners. All rights reserved.
By using this site, downloading or using the Exodus SDK or related content, you are agreeing to be bound by the terms of the End User License Agreement.


EULA