Message¶
Category: Executor Tier: Basic
Purpose¶
Sends messages to other objects via the MessageBus system, enabling object-to-object communication and event broadcasting.
Visual Reference¶

When To Use¶
Event broadcasting (boss dies -> trigger cutscene)
Combat systems (projectile hits -> deal damage)
UI updates (score changes -> update HUD)
Quest systems (item collected -> check completion)
State synchronization (button pressed -> open door)
Audio cues (footstep -> play sound at location)
Object spawning (enemy dies -> spawn loot)
Runtime Behavior¶
Executes: When activated, broadcasts a message to specified recipients
Properties¶
Property |
Type |
Default |
Notes |
|---|---|---|---|
Subject |
string |
For Listener: subject to listen for (empty=any). For Executor: subject to send |
|
Target |
string |
[Executor only] Target object name (empty = broadcast to all) |
|
Body Type |
option |
Text |
[Executor only] Send text message or property value |
Body/Property |
string |
[Executor only] Message text or property name to send |
|
Scope |
option |
Local |
[Executor only] Read property from local or global variables |
Example Use Cases¶
Broadcast Boss Death:
Property(HP, Less or Equal, 0) -> AND -> Message(subject=boss_defeated, body="", target=All)
// Multiple listeners:
// - Music system plays victory theme
// - UI shows completion message
// - Door unlocks
Deal Damage:
Collision(Player) -> AND -> Message(subject=damage, body=25, target=Player)
// Sends damage value to player object
Door Button System:
// Button object:
Collision(Player) -> AND -> Message(subject=door1_open, body="", target=Door1)
// Door object:
Message_Listener(subject=door1_open) -> AND -> Motion(move_up)
Score Update:
Collision(Collectible) -> AND -> Message(subject=score_update, body=100, target=HUD)
// Tells HUD to add 100 points
Quest System:
Sample inspector layout removed for compatibility.