- This Page doesn't cover creating self-made hotspots. To read about that, see Hotspot Scripting.
Hotspots are objects that make things happen in the game in different ways. They can be used to make fire, water, kill boxes, objectives and much more.
Several hotspots can be found in the top bar under Load → Hotspot, however not all hotspots can be found there. All hotspots can be found by going to Load → Load item... and browsing to ../Overgrowth/Data/Objects/Hotspots/.
This page lists all hotspots available in the game and what their use is.
- 1 Hotspots
- 1.1 activate_characters
- 1.2 ambient_sound
- 1.3 boundary
- 1.4 displayimage
- 1.5 displaytext
- 1.6 displayvideo
- 1.7 emitter
- 1.8 eye_adjust
- 1.9 fire_test
- 1.10 general_campaign_level
- 1.11 generic_kill
- 1.12 lava_kill
- 1.13 levelwin
- 1.14 loadlevel
- 1.15 lugaru_hawk
- 1.16 new_checkpoint
- 1.17 no_grab
- 1.18 object_disappear
- 1.19 overgrowth_level
- 1.20 overgrowth_level_checkpoint
- 1.21 Particle Occluder Hotspot
- 1.22 portal
- 1.23 portal_manager
- 1.24 resetcharacter
- 1.25 resetlevel
- 1.26 respawn_at_checkpoint
- 1.27 soak_level
- 1.28 spike
- 1.29 start_dialogue
- 1.30 StartRace
- 1.31 tutorial
- 1.32 victorytrigger
- 1.33 water_bob
- 1.34 water_bob_fast
- 1.35 wet_cube
- 2 Deprecated and Component Hotspots
When the player enters the hotspot some NPCs has their static flag set to false. This can be used to optimize a level by having enemies be static until the player gets close to them.
|characters||list of ints||A space-delimited list of IDs of characters which should have their static flag set to false when the player enters the hotspot|
Example: 5124 423 566
Is used to play environment sounds, either in some specific part of the level, or in the entire level. It can be used to add creaky wood sounds only to a ship, wind sound only at the top of a mountain, rustling leaves sound only close to trees and so on.
|Delay Max||int||The maximum random time in seconds until this sound triggers after having been triggered|
|Delay Min||int||Same as Delay Max, except the minimum random time|
|Fade Distance||int||The distance in meters outside of the hotspot that the sound should start being audible, it fades in to full volume as the camera gets closer to the hotspot|
|Gain||float||How loud the sound should be|
|Global||bool||If the sound should play everywhere, and not only at the hotspot's location|
|Sound Path||string||The path to the sound to use, they can be found in Data/Sounds/|
|Wind Scale||bool||Makes the sound increase and decrease in volume to make it feel like it's being created by wind|
When the player enters this hotspot's volume, they are pushed in a specific direction based on the rotation of the hotspot. Note that it only pushes horizontally, it can not push up or down. To know which direction it pushes in, simply test it by running into it.
Renders an image in the middle of the screen when the player is inside the hotspot.
| Display Image Path||string||Location on disk of image to show|
| Scale||float||How large the image should be, in percent|
|[2a] Red Tint||int||Multiplier for image's red channel|
|[2b] Green Tint||int||Multiplier for image's green channel|
|[2c] Blue Tint||int||Multiplier for image's blue channel|
|[2d] Alpha Tint||int||Multiplier for image's alpha channel|
Shows some text on the screen while the player is in the hotspot. Does not support word wrap or line breaks.
|Display Text||string||Text to show|
Does not work.
Creates either smoke, fog or water splashes within the hotspot volume.
|Type||string||Set it to either "Smoke", "Foggy" or "Falling Water" (without the quotes)|
Changes the HDR settings when the player character enters the hotspot.
|HDR Black point||float||Sets the low range of the dynamic range|
|HDR Bloom multiplier||float||Changes the intensity of the bloom effect|
|HDR White point||float||Sets the high range of the dynamic range|
Pretty looking fire composed of a number of textured ribbons and a light source. Can ignite characters when they touch it.
|Fire Ribbons||int||The number of ribbons that should be used|
|Ignite Characters||bool||If checked, characters will ignite when they touch the fire, only works on NPCs if they are ragdolled|
|Light Amplify||float||The intensity of the light from the fire|
|Light Distance||float||How far away the light should reach TODO: What unit is this in?|
TODO: How does this work?
Kills any character that enters the hotspot.
|KillNPC||bool||If checked, the hotspot is lethal to NPCs|
|KillPlayer||bool||If checked, the hotspot is lethal to the player|
Ignites and instantly kills any character that comes into contact with the hotspot.
Sends a global "levelwin" message when the player enters the hotspot.
|branch||string||After the "levelwin" message, a space is added and then this string|
Loads a specified level when the player enters the hotspot.
|Level to load||string||The path to the level you want to load, starting in ../Overgrowth/|
Adds a hawk that circles around the hotspot.
A checkpoint that's used together with the respawn_at_checkpoint hotspot. Entering this hotspot makes this the current checkpoint. When touching a respawn_at_checkpoint you get teleported to the center of the most recently touched new_checkpoint hotspot.
|LastEnteredTime||int||A timestamp for when this was most recently touched, this is used to determine which new_checkpoint hotspot to respawn at when touching a respawn_at_checkpoint hotspot|
Any ledge within this hotspot can't be grabbed. You would usually use the collision painting system to decide whether a ledge is grabbable, but if you want to for instance make a ledge in a prefab not grabbable you can't always do that, so you can then use this no_grab hotspot instead.
Deletes the specified object when the player enters the hotspot.
Note that this hotspot does not use the actual name of the object. You need to manually add a script parameter on the object you want to delete called "Name", and write the same name you specify in "Object name to dissapear" parameter in the hotspot.
Keep in mind that this hotspot actually deletes the objects from the level, as if you would have deleted them in the editor.
|Object name to dissapear||string||Any object that has an added "Name" script parameter that is the same as the string in this parameter will be deleted|
The hotspot used in the Overgrowth story to set goals and/or layered music within a level. All the Information for this Hotspot can be found on the Checkpoints page.
TODO: Should another hotspot be used instead of this one?
TODO: These level messages are handled in this hotspot, need to explain what that means:
"reset" "level_event music_layer_override" "level_event crowd_override" "level_event set_camera_dof" "level_event character_knocked_out" "level_event character_died" "player_entered_checkpoint_fall_death" "player_entered_checkpoint"
The checkpoints used in the Overgrowth story to activate a "reach" goal. All the Information about this Hotspot can be found on the Checkpoints page. TODO: Should another hotspot be used instead of this one?
Particle Occluder Hotspot
Allows for particles to not have any effect in the area inside the hotspot.
It works by default with particles generated by the emitter hotspot (as an example), but to make it work for rain/snow/other gpu particles, go to editor mode, press "Y" and go to Custom Shaders, here write
Allows for traveling bwtween levels. Requires a portal_manager hotspot to function properly.
You can specify a light that gets brighter as a character approaches the portal.
To be able to travel to this portal from another level you need to create a Load → Utility → Player Spawn object.
|Level to load||string||The path to the level to load when entering this hotspot|
|light_id||int||The ID of the dynamic_light_object that should get brighter when a character gets closer to the hotspot|
|spawn_point||int||The ID of the Player Spawn object you want the player to spawn at when teleporting to this level|
Required when using the portal hotspot.
|Level to load||int list||The IDs of all portals in the level|
Resets any character that touches this hotspot to their spawn location.
Resets the level when the player touches it, as if you press L in the editor.
After the player enters the hotspot, a new level is loaded after a set amount of time.
|next_level||string||The path to the level to load|
|time_to_next_level||int||Number of seconds to wait before loading the next level|
A spike that can impale characters.
Allows for dialogues to be started in different ways when the player is in the hotspot. For more information about dialogues read the Dialogue article.
|Automatic||bool||The dialogue starts automatically when the player enters the hotspot|
|Color||RGB floats||TODO: What does this do?|
|Dialogue||string||The name of the dialogue to start|
|Fade||bool||Fade to black when starting the dialogue, to make transition less jarring|
|Visible in game||bool||Keeps the signpost icon visible in the game|
Activates built-in tutorials when entered. Settings → Game → Tutorials needs to be on for the tutorials to trigger.
|Type||string||Decides which tutorial to run, can be one of the following: stealth, basic, jump_climb, walljump, jump_higher, jump_long, combat, jumpkick, knife, throw, flip_roll|
TODO: Is this still usable? If so, how is it used?
Makes the specified objects move as if they are on water.
|Objects||list of ints||The IDs of the objects that should be affected|
|SavedTransform||Translation & rotation as floats||The original location of the objects|
|rotation_scale||float||Multiplier of rotation|
|time_scale||float||How fast the objects should move|
|translation_scale||float||Multiplier of translation|
TODO: Is this simply a better optimized version of the "water_bob" hotspot?
A block of water with nice graphics that slows you down if you walk in it and drowns you if you're below the surface for too long.
|Water Fog||float||How far down into the water you can see|
|Wave Density||float||How zoomed in the waves should be|
|Wave Height||float||How strong the waves should be|
Deprecated and Component Hotspots
These hotspots have either been replaced by a better alternative, have stopped working at some point during the development of the game, or can't be used on their own.
Remnant from old tutorial level.
No longer used, should use the new checkpoint system instead.
Does not work anymore.
Crashes the game.
No longer works. Used in the Video A Race Course In Overgrowth - Wolfire Games.
Not used on its own, used in aschar for impaling.
The level hotspot used in the official Lugaru story.
Old unused challenge hotspot.
This is actually not a hotspot, it just creates an emitter hotspot that's pre-configured as fog.
Particle based rain, use the rain shaders instead.
Used by the spike hotspot.
Particle based snow, use the snow shaders instead.
Deprecated, use wet_cube instead.