Stacking Event Triggers (Part 1)

Here is where things can get quite a lot more complicated and it combines everything taught up until this point.The first thing we're going to want to do is ungroup our large animated cube, to get rid of the second animator (on the group) and only keep the first animator (on the cube itself). This will just simplify things going forward. To do this, select the cube and hit Shift+G. Ensure the very top of the properties window says "CubeGS" in orange right above the transform property. If it still says "Group" then you'll need to ungroup again. Depending on how many groups and animators you added previously, continue ungrouping until you're left with just the cube itself and one animator. Now we can begin.What we want to accomplish here is to require the player to hit both of the small transparent cubes in order to get the large cube to move down. Let's see how to accomplish this. Select and delete this second small transparent cube since it doesn't have an event trigger set up for it yet. Now select the first transparent cube (which does have an event trigger), copy it and paste it somewhere near where the second cube used to be. Now we have two small transparent cubes with event triggers on each. Don't forget to give the second cube a unique- I'm just going to call it "Box2" Here is where things can start to get confusing. First, select the large animated cube again and clear thename. We don't want to listen for just this single event, we want to listen for both "Box1" and "Box2" events to trigger.We can't add anotherto the cube without grouping it and adding another animator, and it isn't a second animation that we want to trigger - we want both events to trigger aanimation after hittingtriggers.Stay with me here because this is just going to be "follow along" for the time being and it'll make sense what we're doing after we've done it.Place down a new CubeGS (found in the Simples folder of the library) somewhere near the middle of the map. Edit the properties of this cube to enableand enable. Then, you want to edit the scale so it covers the area where your small triggers are. Set the scale values to x=300/65, y=100/65, and z=500/65 (you can type in the full "300/65" without quotes in the scale input value and it'll do the math for you).You should now have something like this:Now place down a new EventTriggerBox (in the same location you placed down the CubeGS, so you don't have to copy any position values), and use the scale values of x=300, y=100, z=500. Notice that these values are the exact same as the values used for the CubeGS, but without dividing by 65. This is because the CubeGS scale is about 65 times the size of the EventTriggerBox. It's not exact, but it's close enough for what we want to use it for here. Just as we did with the small cubes, we want to select both the EventTriggerBox and the CubeGS and group them with Ctrl+G.Once you've done that,of the group and set theto something like "LargeTrigger" Now we want to select our animated cube and listen for the "LargeTrigger" event.You can playtest if you want and notice that the animated cube moves down when you enter the large trigger, nothing new there. What we need to do next is move the large trigger down below the killgrid and make it animate upward into the play area of your map. We will use each of our small triggers to trigger the upward animation of this large trigger.Now we need to determine how far down the large trigger needs to be moved as well as how far up each animation needs to move it - becasue it needs to stay below the killgrid after hitting your first small trigger and then move up into your play area after hitting the second one.If this is confusing, you can check out the video at the top of the guide which demonstrates how it works and further explains it, and I'm going to walk through it here as well so you will hopefully have a better understanding of how it works by the end.