π’Switch
COPY/PASTE PARAMETERS
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Switch [SP] [MP]

When a state (A or B) is triggered, send a specified message.
Common Uses
Create logic for puzzles with two different types of messages
Avoid using Door behaviour, which is only available in [MP], to send messages to [SP] and [MP] objects depending on the state of the door (opened/closed).
Communicating messages to the Rules system when an object's state is triggered.
Communications
Inputs: One or more messages to trigger each state (A or B)
Outputs: One message out depending on the state triggered
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