This guide explains how the Event Link trigger works. It lets you spawn groups based on certain player actions and events.
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The Event Link trigger spawns a group if certain conditions are met. It allows you to detect up to 6 player inputs for building a controller. Before 2.2, we had to rely on quirky setups that were 3 times less efficient, but now we can achieve much more using only a few groups and little to no effort.
Group ID: This is the assigned group that will activate once a certain action takes place.
Extra ID: Activates if the player interacts with a corresponding object that matches its Material ID. You can set an object's Material ID in edit group -> Extra2.
Extra ID2: Useful If you want to use the 2 player mode in order to access all 6 different inputs.
0 = Can be activated by both players
1 = Activated by P1
2 = Activated by P2
In the top right corner of the menu, there's a tablelist button that leads to another menu.
This menu lets you determine which action needs to occur in order for your Group ID to activate. Fortunately, while only the first six events have explanations attached to them, the rest are self explanatory so feel free to explore.
Now that we know how the Event Link Trigger works, we can make some contraptions
Here is an example of what you can make with this trigger. In this particular level, the player always moves forward at a certain speed. By pressing a corresponding key we either turn left or right. Upon pressing W or ^ we dash forward. This trigger is also used at a start to choose between different set of controls: A W D or < ^ >.