Hytale Modding
Hytale Modding
Creative Tools

Trigger Volumes Reference

This guide contains all the settings, effects and conditoins for Trigger Volumes.

Redactado por Neil Revin

What is a Trigger Volume?

A trigger volume is a 3-dimensional area in the world that can detect when an entity enters or exits it. Trigger volumes are often used to create interactive experiences, such as opening doors, starting cutscenes, or triggering events when a player enters a specific area.

Creating a Trigger Volume

To create a trigger volume, you will need to get the "Trigger Volume Tool" from the Creative Tools Menu. Once you have the tool, you can place a trigger volume in the world by clicking and dragging to define the area.

How Trigger Volumes Work

Think about each trigger volume as a simple rule:

  1. A volume defines where the check happens.
  2. A trigger decides when the check should run.
  3. A condition decides whether the trigger is allowed to continue.
  4. An effect is what happens if the condition passes.

Volume Settings

Volume settings control the shape and behavior of the trigger area itself. If your tool has different names for these settings, swap them into the template below.

SettingWhat it changesNotes
IDThe unique identifier for the volume
ColorThe color of the volume
ShapeThe shape of the volumeBox, Sphere, Cylinder
PositionThe position of the volumeX, Y, Z
DimensionsThe dimensions of the volumeX, Y, Z
Target TypesThe types of entities that can trigger the volumeNone, Player, NPC, Item Drop, Projectile, All
Projectile SourceThe source of the projectile that can trigger the volumeShooter, Projectile
EnabledWhether the volume is enabled
Keep LoadedWhether the volume should stay loaded when no players are nearby
Cancel Delayed On ExitWhether to cancel any delayed effects when a player exits the volume
All Effects DelayNumberThe delay in seconds before all effects are run.
CooldownNumberThe cooldown in seconds before the volume can be triggered again.
Cooldown ModeEnumThe scope of the cooldown
Cooldown TimingEnumWhen the cooldown starts
Rejection DelayEnumWhen the rejection delay starts

Triggers

Triggers control when the volume fires.

On Enter

Fires when an entity enters the volume.

On Exit

Fires when an entity leaves the volume.

On Tag Added

Fires when a matching tag is added.

On Tag Removed

Fires when a matching tag is removed.

On Block Placed

Fires when a block is placed inside the trigger volume

On Block Broken

Fires when a block is broken inside the trigger volume.

Conditions

Conditions are filters that decide whether a trigger should actually run. If the trigger fires but the condition fails, the effect should not run.

Block Type Condition

What it checks: Checks if the Block Placed or Broken is from a specific block type.

Required values: | Variable | Type | Required | Description | | --- | --- | --- | | Block Type | Asset | The type of block to check for |

Cooldown Condition

What it checks: Applies a cooldown to the trigger volume, preventing it from firing again for a set amount of time.

Required values: | Variable | Type | Required | Description | | --- | --- | --- | | Cooldown Time | Number | The amount of time (in seconds) to wait before the trigger can fire again | | Scope | Enum | The scope of the cooldown (Entire Volume or Per Player) |

Game Mode Condition

What it checks: Checks if the player is in a specific game mode.

Required values: | Variable | Type | Required | Description | | --- | --- | --- | | GameMode | GameMode | The game mode to check for |

Item Conditon

What it checks: Checks if the player has a specific item in their inventory, hotbar or in-hand.

Required values:

VariableTypeDescription
ItemAssetThe item to check for
LocationEnumWhere to check for the item (Inventory, Hotbar, In-Hand)
QuantityNumberThe amount of the item to check for (default is 1)
Consume on PassBooleanIf true, the item will be removed from the player's inventory when they pass through the volume

Permission Condition

What it checks: Checks if the player has a specific permission.

Required values:

VariableTypeDescription
PermissionStringThe permission node to check for

Player Count Condition

What it checks: Checks if the number of players in the volume is greater than or equal to a specific number.

Required values:

VariableTypeDescription
ComparisonEnumA comparison operator (At Least, At Most, Exactly, More Than, Less Than)
Player CountNumberThe number of players to compare against

Random Chance Condition

What it checks: Random chance to pass or fail the condition.

Required values:

VariableTypeDescription
ChanceNumberThe probability of the condition passing.

Tag Condition

What it checks: It allows you to validate the existence of tags and their value in events, groups, or volumes found within the specified radius. You can filter which volumes within the radius will be used in the verification with the "Radius Tag" values

Required values:

VariableTypeDescription
SourceEnumWhere to check for the tag itself. Self checks on that volume, group checks within a group volume, and radius looks for key / value within a radius of that volume
Tag KeyStringThe key you are looking for
Tag ValueStringThe value you are looking for on the Tag Key
Radius Tag KeyStringThis is only used when radius is selected as the Source. When used, it is the key/volume you're looking for.
Radius Tag ValueStringThe value you are looking for on the Radius Tag Key
RadiusNumberHow far you want to search for within a distance. 0 checks the entire world
CenterEnumThe center of the radius check. Volume checks from the center of the volume, Entity checks from the entity that triggered the volume
Minimum CountNumberThe minimum number of volumes that must match the tag key/value for the condition to pass

Effects

Effects are the actions that happen after a trigger fires and the condition passes. If an effect has variables, list every variable in the same format so readers can copy it quickly.

Control Doors

What it does: Open / Close doors inside the volume when triggered.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
ActionEnumDoor action to apply. (Open, Close)

Damage Entity

What it does: Damage entity that triggered the volume.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
ModeEnumDamage mode. (Flat, Percent Max, Percent Current)
AmountNumberThe amount of damage to apply

Delete Volume

What it does: Delete a nearby volume with a specific tag.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
Tag KeyStringThe key of the tag to look for
Tag ValueStringThe value of the tag to look for
RadiusNumberThe radius to search for the volume with the tag. 0 checks the entire world
CenterEnumThe center of the radius check. Volume checks from the center of the volume, Entity checks from the entity that triggered the volume

Disable Volume

What it does: Disable a nearby volume with a specific tag.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
Tag KeyStringThe key of the tag to look for
Tag ValueStringThe value of the tag to look for
RadiusNumberThe radius to search for the volume with the tag. 0 checks the entire world
CenterEnumThe center of the radius check. Volume checks from the center of the volume, Entity checks from the entity that triggered the volume

Enable Volume

What it does: Enable a nearby volume with a specific tag.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
Tag KeyStringThe key of the tag to look for
Tag ValueStringThe value of the tag to look for
RadiusNumberThe radius to search for the volume with the tag. 0 checks the entire world
CenterEnumThe center of the radius check. Volume checks from the center of the volume, Entity checks from the entity that triggered the volume

Entity Effect

What it does: Apply or remove an effect on the entity that triggered the volume.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
EffectAssetThe effect to apply or remove
ModeEnumWhether to apply or remove the effect
DurationNumberThe duration of the effect in seconds. Only used when applying an effect.

Give Item

What it does: Give an item to the entity that triggered the volume.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
ItemAssetThe item to give to the entity
QuantityNumberThe amount of the item to give to the entity
Overflow BehaviorEnumWhat to do if the entity's inventory is full. (Drop, Ignore, Require Full Stack)

Control Doors

What it does: Open / Close doors inside the volume when triggered.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
ActionEnumDoor action to apply. (Open, Close)

Modify Tags

What it does: Open / Close doors inside the volume when triggered.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
ActionEnumDoor action to apply. (Open, Close)

Paste Prefab

What it does: Paste a prefab at a specific location when the volume is triggered.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
Prefab ListAsset ListPrefab List asset used to choose a random prefab
PrefabAssetPrefab asset to paste
PositionVector3The position to paste the prefab at. If left empty, the prefab will be pasted at the center of the volume
Relative To Volume OriginBooleanWhether to paste the prefab relative to the volume's origin or at the absolute position specified
Show particlesBooleanWhether to show particles when the prefab is pasted

Note: There is a "Show preview" option which you can turn on to see how the prefab will be pasted in the world before you trigger the volume.

Paste Block

What it does: Paste a block at a specific location when the volume is triggered.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
Block TypeAssetThe type of block to paste
PositionVector3The position to paste the block at. If left empty, the block will be pasted at the center of the volume
OriginEnumVolume Origin, Entity, World Absolute
Replace ModeEnumAlways, Only Air

Play VFX

What it does: Play a visual effect at a specific location when the volume is triggered.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
Particle SystemAssetThe particle system to play
OffsetVector3The offset from the volume's origin or entity origin to play the particle system at
At EntityBooleanWhether to play the particle system at the entity's position or at the volume's origin
ScaleNumberThe scale of the particle system
RotationVector3The rotation of the particle system
DurationNumberThe duration of the particle system. If left empty, the particle system will play for its default duration

Replace Block Type

What it does: Replace blocks of a specific type with another type..

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
From Block TypesAssetThe type of block to replace
To Block TypesAssetThe type of block to replace with
BoundsEnumShape, AABB
XNumberAABB Size along the X axis, starting from offset. Only used when Bounds is set to AABB
YNumberAABB Size along the Y axis, starting from offset. Only used when Bounds is set to AABB
ZNumberAABB Size along the Z axis, starting from offset. Only used
OffsetVector3The offset from the volume's origin or entity origin to start replacing blocks at

Run Root Interaction

What it does: Run a root interaction on the entity that triggered the volume.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
Root InteractionAssetThe root interaction to run
Interaction TypeEnumPrimary, Secondary, Ability 1, Ability 2, Ability 3, Use, Pick, Pickup, Collision Enter, Collision Leave, Collision, Entity Stat Effect, Swap To, Swap From, Death, Wielding, Projectile Spawn, Projectile Hit, Projectile Miss, Projectile Bounce, Held, Held Offhand, Equipped, Dodge, Game Mode Swap

Send Message

What it does: Send a message to the entity that triggered the volume.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
MessageStringThe message to send

Set Game Mode

What it does: Set the game mode of the entity that triggered the volume.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
Game ModeEnumAdventure, Creative

Set Music

What it does: Set the music of the entity that triggered the volume.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
Music ContainerAssetThe music container to set
Clear MusicBoolean

Set Velocity

What it does: Set the velocity of the entity that triggered the volume.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
VelocityVector3The velocity to set
AdditiveBooleanWhether to add the velocity to the current velocity or set it directly
Relative ModeEnumAbsolute, Horizontal Facing, Full Look

Set weather

What it does: Set the weather of the world (or for the player) that the volume is in.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
WeatherAssetThe weather to set
Player OnlyBooleanWhether to set the weather for the player only or for the entire world
Reset WeatherBooleanWhether to reset the weather

Show Event Title

What it does: Show an event title to the entity that triggered the volume.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
Primary TitleStringThe primary title to display
Secondary TitleStringThe secondary title to display
Is MajorBooleanWhether we should use the major event title presentation or not
IconStringThe icon to display with the event title
DurationNumberThe duration to display the event title for
Fade In DurationNumberThe duration to fade in the event title for
Fade Out DurationNumberThe duration to fade out the event title for

Teleport

What it does: Teleport the entity that triggered the volume to a specific location.

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
PositionVector3The position to teleport the entity to
WorldStringThe world to teleport the entity to. If left empty, the entity will be teleported in the same world
Reset VelocityBooleanWhether to reset the entity's velocity after teleporting
Relative to EntityBooleanWhether to teleport the entity relative to its current position or to the absolute position specified
Relative to VolumeBooleanWhether to teleport the entity relative to the volume's origin or to the absolute position specified
Use RotationBooleanWhether to use the rotation specified below
RotationVector3The rotation to set the entity to after teleporting. Only used if "Use Rotation" is true

Trigger NPC Markers

What it does: Trigger NPC markers that are inside the volume or within a radius

Variables:

VariableTypeDescription
IntervalNumberMinimum seconds between repeated fires
Effect DelayNumberSeconds to wait before this effect fires after its event triggers
Marker TypeAssetThe marker type to trigger
RangeNumberThe range to search for the marker. 0 checks the entire world
Match TagStringThe tag to match on the marker. If left empty, all markers will be triggered
RadiusNumberThe radius to search for the marker. 0 checks the entire world
CenterEnumThe center of the radius check. Volume checks from the center of the volume, Entity checks from the entity that triggered the volume