Messages
Objects can send and receive messages to create an interactive experience.
Last updated
Objects can send and receive messages to create an interactive experience.
Last updated
Copyright © 2012- 2023 The Sandbox. All Rights Reserved.
Messages are signals used to create a flow of logic between players, objects, and quests. An action triggers a message to be sent, leading to one or more outcomes.
Behaviours and components are bundled logic designed to listen for and broadcast messages.
Example:
A player's action of pressing the E key in front of a door sends the message Interact, and the door opening is the outcome.
Tags are identifiers attached to objects, making it easy to send a message precisely when needed.
Example:
Say you want to change the weather to a specific setup, but have multiple weather objects in the same area that are listening for the same message. Set the message to go to SpecificTagsInRange, add the tag you want to send it to, and apply the tag to the Weather Switcher object you want to receive the message.
Some behaviours and components listen for one or several messages to be received. Some allow one or several messages to be sent.
There are many ways to use Game Maker's logic tools to create one or more outcomes from an action. You can create short or long strings of events, and you can also create branching logic that gives players more choice or includes random events that influence other outcomes.
Messages can be directed in a variety of ways to customise logic. Learn more
By default, setting the message to ‘none’ is the same as setting a message to empty.
WeatherFade - For an object with Weather Switcher Behavour, fade between the current weather setting to the target object's setting. Weather changes override defaults set in the tab of the Gameplay menu.