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HabboDefense

Wired Basics: Triggers

Writer: GTECH6
Graphics: GTECH6
Introduction

In this article, you will learn what Wired Triggers do and how to use them in your room. You will also learn a few useful examples.

If you’re looking for information on a specific trigger, head to the “List of Triggers” table at the end of this article.

What is a Wired Trigger?​

A trigger listens for a specific event in the room, in order to activate an effect.
In other words, a trigger will only activate a wired effect if a specific event has occured.

Triggers can be as basic as an avatar walking on a furni, or an avatar saying a specific keyword. There are also more complex trigger events which will be covered in the list of triggers.

Examples

User Walks On Furni + Teleport To Furni = When a user stands on a selected furni, they get teleported to another furni

Furni is Used + Toggle Furni State = When a user flicks the switch, the gate will open or close

User Performs Action + Show Message = When a user starts idling, the wired will send them a message, waking them up without the need for the user’s intervention

List of Triggers

 

Image

Trigger Name

Description

User Walks on Furni

Activates when the user stands on a specified furni. Bots and pets work too.

User Walks Off Furni

Activates when the user steps off a specified furni. Bots and pets work too.

User Says Keyword

Activates when the user sends a message that matches a specific keyword.

User Performs Action

Activates when the user performs any of the following actions:


Wave, Blow Kiss, Laugh, Thumbs up, Awake, Idle, Sit, Stand, Lay, Signs, Dance.

User Enters Room

Activates when a user enters the room.

User Stuff Collision

Activates when furni collides with a user. 

However, furni can’t be picked inside this box, meaning it applies to all collisions in the room.


Another wired stack is needed to move furni around, before the User Stuff Collision trigger can work.

Furni is Used

Activates when the user interacts with furni through “Use” or double-click.


Commonly used with switches or handitem vendors. The user needs to stand next to the interactable furni for this trigger to work, with some exceptions.

User Clicks Furni

Activates when the user performs a single click on a furni, regardless of distance.

Repeat Effect (Short)

Automatically activates every 50 – 500 milliseconds (500ms = 0.5 seconds). Duration can be customised.

Repeat Effect

Activates every 0.5 – 60 seconds. Duration can be customised.

Periodically Long

Automatically activates every 5 seconds – 10 minutes. 

Duration can be customised.

Bot Reaches User

Activates when a bot reaches any user.


This trigger has an option which allows you to decide whether the effects apply to the user or the bot.

Bot Reaches Furni

Activates when a bot reaches a specified furni.

At Set Time

Activates when a game counter reaches specified time. This trigger only works with game counters. It can detect up to 10 minutes.

Counter Reaches Set Time

Activates when a wired counter reaches specified time. This trigger works with both game and wired counters. In addition, it can detect up to 100 minutes.

Game Starts

Activates when a game counter starts ticking. This trigger only works with Battle Banzai and Freeze counters.

Game Ends

Activates when a game counter goes down to 00:00. This trigger only works with Battle Banzai and Freeze counters.

Score is Achieved

Activates when a specific team has reached x points. Can be customised.

Furni State is Changed

Activates when the state of a furni changes. The state of a furni can be changed by double-clicking it as a user, or through certain wired effects.

Receive Signal

Activates effects upon receiving wired signal from an antenna.


Signals allow for more complex logic and comparisons.

User Clicks Tile

Activates when a user clicks a selected “Invisible Click Tile”

Variable Changed

Activates when a variable is updated. This includes assigning, deleting and value change.

User Leaves Room

Activates when a user leaves the room.

Rooms remain loaded for 30 seconds after the last user leaves, allowing this trigger to execute effects even if there are no more users in the room.

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