Player Entered Zone Event
Triggers when a character matching the tag and player-channel filters enters the connected zone. It outputs the character when permitted for the gate owner; use it for checkpoints or area messages.
The supplementary
gate_docs.json calls this
“Player Entered Zone”. The primary inventory name
(Player Entered Zone Event) is shown here, matching the in-game UI.
Diagram
Ports drawn from the source data: inputs left, outputs right, config inside.
How it's used
Structural overview — derived from this gate's ports, not
from tested behavior. Takes 6 wire inputs: Collision Enabled Player (bool), Collision Enabled Player1 (bool), Collision Enabled Player2 (bool), Collision Enabled Player3 (bool), Tag Filter (string), Zone (any). Produces 2 outputs: Character (character), Exec (exec).
Technical details — ports, config & source
Wire inputs
Wires you feed into the gate.
| Display name | Type | Tooltip |
|---|---|---|
| Collision Enabled Player (bCollisionEnabled_Player) | bool | Enable detection of players in channel 1. |
| Collision Enabled Player1 (bCollisionEnabled_Player1) | bool | Enable detection of players in channel 2. |
| Collision Enabled Player2 (bCollisionEnabled_Player2) | bool | Enable detection of players in channel 3. |
| Collision Enabled Player3 (bCollisionEnabled_Player3) | bool | Enable detection of players in channel 4. |
| Tag Filter (TagFilter) | string | No tooltip in source |
| Zone | any | No tooltip in source |
Wire outputs
Wires the gate produces.
| Display name | Type | Tooltip |
|---|---|---|
| Character | character | No tooltip in source |
| Exec | exec | No tooltip in source |
Source details
- Brick asset
- B_1x1_Gate_Internal_CharacterZoneEvent_Entered
- Component class
- BrickComponentType_Internal_CharacterZoneEvent_Entered
- Kind
- internal
- Family
- CharacterZoneEvent
- Search tags
- character pawn player entered enter overlap area trigger detector checkpoint
- Half size
- 5 × 5 × 2