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title Trigger Volumes Reference
description This guide contains all the settings, effects and conditoins for Trigger Volumes.
authors
name url
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.

Setting What it changes Notes
ID The unique identifier for the volume
Color The color of the volume
Shape The shape of the volume Box, Sphere, Cylinder
Position The position of the volume X, Y, Z
Dimensions The dimensions of the volume X, Y, Z
Target Types The types of entities that can trigger the volume None, Player, NPC, Item Drop, Projectile, All
Projectile Source The source of the projectile that can trigger the volume Shooter, Projectile
Enabled Whether the volume is enabled
Keep Loaded Whether the volume should stay loaded when no players are nearby
Cancel Delayed On Exit Whether to cancel any delayed effects when a player exits the volume
All Effects Delay Number The delay in seconds before all effects are run.
Cooldown Number The cooldown in seconds before the volume can be triggered again.
Cooldown Mode Enum The scope of the cooldown Per Entity, Total
Cooldown Timing Enum When the cooldown starts Before Volume Delay, After Volume Delay
Rejection Delay Enum When the rejection delay starts Use Volume Delay, Immediate

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:

Variable Type Description
Item Asset The item to check for
Location Enum Where to check for the item (Inventory, Hotbar, In-Hand)
Quantity Number The amount of the item to check for (default is 1)
Consume on Pass Boolean If 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:

Variable Type Description
Permission String The 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:

Variable Type Description
Comparison Enum A comparison operator (At Least, At Most, Exactly, More Than, Less Than)
Player Count Number The number of players to compare against

Random Chance Condition

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

Required values:

Variable Type Description
Chance Number The 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:

Variable Type Description
Source Enum Where 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 Key String The key you are looking for
Tag Value String The value you are looking for on the Tag Key
Radius Tag Key String This is only used when radius is selected as the Source. When used, it is the key/volume you're looking for.
Radius Tag Value String The value you are looking for on the Radius Tag Key
Radius Number How far you want to search for within a distance. 0 checks the entire world
Center Enum The center of the radius check. Volume checks from the center of the volume, Entity checks from the entity that triggered the volume
Minimum Count Number The 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:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Action Enum Door action to apply. (Open, Close)

Damage Entity

What it does: Damage entity that triggered the volume.

Variables:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Mode Enum Damage mode. (Flat, Percent Max, Percent Current)
Amount Number The amount of damage to apply

Delete Volume

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

Variables:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Tag Key String The key of the tag to look for
Tag Value String The value of the tag to look for
Radius Number The radius to search for the volume with the tag. 0 checks the entire world
Center Enum The 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:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Tag Key String The key of the tag to look for
Tag Value String The value of the tag to look for
Radius Number The radius to search for the volume with the tag. 0 checks the entire world
Center Enum The 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:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Tag Key String The key of the tag to look for
Tag Value String The value of the tag to look for
Radius Number The radius to search for the volume with the tag. 0 checks the entire world
Center Enum The 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:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Effect Asset The effect to apply or remove
Mode Enum Whether to apply or remove the effect
Duration Number The 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:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Item Asset The item to give to the entity
Quantity Number The amount of the item to give to the entity
Overflow Behavior Enum What 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:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Action Enum Door action to apply. (Open, Close)

Modify Tags

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

Variables:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Action Enum Door action to apply. (Open, Close)

Paste Prefab

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

Variables:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Prefab List Asset List Prefab List asset used to choose a random prefab
Prefab Asset Prefab asset to paste
Position Vector3 The position to paste the prefab at. If left empty, the prefab will be pasted at the center of the volume
Relative To Volume Origin Boolean Whether to paste the prefab relative to the volume's origin or at the absolute position specified
Show particles Boolean Whether 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:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Block Type Asset The type of block to paste
Position Vector3 The position to paste the block at. If left empty, the block will be pasted at the center of the volume
Origin Enum Volume Origin, Entity, World Absolute
Replace Mode Enum Always, Only Air

Play VFX

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

Variables:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Particle System Asset The particle system to play
Offset Vector3 The offset from the volume's origin or entity origin to play the particle system at
At Entity Boolean Whether to play the particle system at the entity's position or at the volume's origin
Scale Number The scale of the particle system
Rotation Vector3 The rotation of the particle system
Duration Number The 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:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
From Block Types Asset The type of block to replace
To Block Types Asset The type of block to replace with
Bounds Enum Shape, AABB
X Number AABB Size along the X axis, starting from offset. Only used when Bounds is set to AABB
Y Number AABB Size along the Y axis, starting from offset. Only used when Bounds is set to AABB
Z Number AABB Size along the Z axis, starting from offset. Only used
Offset Vector3 The 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:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Root Interaction Asset The root interaction to run
Interaction Type Enum Primary, 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:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Message String The message to send

Set Game Mode

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

Variables:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Game Mode Enum Adventure, Creative

Set Music

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

Variables:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Music Container Asset The music container to set
Clear Music Boolean Whether to clear the current music before setting the new music

Set Velocity

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

Variables:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Velocity Vector3 The velocity to set
Additive Boolean Whether to add the velocity to the current velocity or set it directly
Relative Mode Enum Absolute, 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:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Weather Asset The weather to set
Player Only Boolean Whether to set the weather for the player only or for the entire world
Reset Weather Boolean Whether to reset the weather

Show Event Title

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

Variables:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Primary Title String The primary title to display
Secondary Title String The secondary title to display
Is Major Boolean Whether we should use the major event title presentation or not
Icon String The icon to display with the event title
Duration Number The duration to display the event title for
Fade In Duration Number The duration to fade in the event title for
Fade Out Duration Number The duration to fade out the event title for

Teleport

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

Variables:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Position Vector3 The position to teleport the entity to
World String The world to teleport the entity to. If left empty, the entity will be teleported in the same world
Reset Velocity Boolean Whether to reset the entity's velocity after teleporting
Relative to Entity Boolean Whether to teleport the entity relative to its current position or to the absolute position specified
Relative to Volume Boolean Whether to teleport the entity relative to the volume's origin or to the absolute position specified
Use Rotation Boolean Whether to use the rotation specified below
Rotation Vector3 The 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:

Variable Type Description
Interval Number Minimum seconds between repeated fires
Effect Delay Number Seconds to wait before this effect fires after its event triggers
Marker Type Asset The marker type to trigger
Range Number The range to search for the marker. 0 checks the entire world
Match Tag String The tag to match on the marker. If left empty, all markers will be triggered
Radius Number The radius to search for the marker. 0 checks the entire world
Center Enum The center of the radius check. Volume checks from the center of the volume, Entity checks from the entity that triggered the volume