Triggers like Bombs allow the user to change parts of the Level via a Scriptlet. Triggers are activated when Jumpman runs over them (or is within the bounding box). Triggers are completely invisible at run-time.

When you create a Trigger, the following object graphic is drawn in the editor.. It can then be selected and moved around as per any other object. Shown is the non-selected and selected states of the object.

The Outline around the Trigger shows the Bounding area in which a test is made for Jumpman to hit before the Trigger is activated.

There is no limit to the number of Triggers which can be created on each level.

This Section describes the object and the properties available at design time.

When a Trigger is Selected, the Property Editor Window will bring up the following dialog;


Sets the name of the object which is used to reference it via the Visual Basic Scriptlets. Object Names Cannot Contain any spaces and Must be unique.

It is important to note that changing the name of an object will not change any references to it via the scriptlets. Generally it would be unlikely that you would change the name of an object from the one generated by the program.



If Ticked, then the Trigger is Active at run time.. Active means that the Trigger will be tested to see if the Player has collided with it.



Defines the Scriptlet to Execute when the Trigger has been Triggered. For more information of Scriptlets please refer to the Bomb (link)

This Section describes the object and how it can accessed and controlled via the scriptlets at run-time. Please refer to the Bomb on more information about scriptlets.

A Method is a function call which can be executed whilst a Property changes the state of a individual flag in the object.


There are currently no script accessible Methods for Triggers's.



Makes a Trigger Active or Not.. An Active Trigger tests against the Player hitting it. Valid Values are True and False.

Script Example..

Trigger1.Active = True