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Check triggers

The Trigger Checker shows every trigger on the map at once and marks where two of them meet, overlap or nearly meet. Where they do not meet the way the game needs for their kind, it lists the problem, and most problems have a FIX that corrects the trigger for you. It checks the game’s own trigger prefabs you placed, at their true size, the volumes you drew, and the monuments’ own no-build, environment, radiation and safe-zone volumes.

Open it from TOOLS > Check Triggers…. It is a window you can drag by its title bar and resize from its bottom-right corner; it opens where you left it, its ? opens this page, and the camera, the selection and the other panels keep working while it is open. It checks the map, so use it on the MAP tab.

Screenshot: the Trigger Checker window over a map, its findings listed, with the view outlining every trigger and marking a gap between two safe zones. (images/trigger-checker.png)

  1. Open TOOLS > Check Triggers…. The first time, it checks the map straight away.
  2. Read the list. Its columns are No., Severity, Rule, Triggers and X, Y, Z: each line has its number, a severity, the rule, the triggers it is about and where. Hover a line for the whole message.
  3. Click a line to select its triggers. Double-click it, or press Enter, to select them and move the camera to the spot.
  4. After you change the map, press CHECK to check it again. Until you do, the window says the map has changed since the check.

The four chips above the list are the severities with their counts, as in the Map Validator: click one to hide or show that severity. The search box finds a line by its rule, its triggers or its message. The list shows the first 400 lines that pass the filters.

A monument’s own volume cannot be selected on its own (selecting it would select the whole monument), so its line highlights it in the view instead.

While the window is open, the view draws every trigger, whether or not the VIEW switches for volumes are on:

What you seeWhat it means
An outline in the trigger’s kind colorA trigger, in the colors the Volumes tool uses.
Green facesTwo triggers that meet the right way for their kind.
A faint boxAn overlap that does no harm.
A red boxAn overlap the game handles badly, or a trigger inside another that does nothing.
An amber line with a width, such as 0.50 mA gap where two triggers should meet. A label of 0.40 m short or touching means they meet, but not by enough.
A small diamondOne finding, in its severity’s color. Click it to open its card.
Orange outlinesThe triggers of the line you last clicked.

The width labels show for the gaps near the camera.

A fix changes only a trigger you placed or drew. A monument’s own volume and a no-build zone that generation placed under a bridge are never changed: when one of them is half of a finding, the fix changes the other trigger. A fix never changes a trigger’s kind or its strength.

  1. Click a line’s FIX, at the end of its row, or click its diamond in the view and use the FIX on the card that opens beside it. The card says in one line what the fix will do.
  2. Hover FIX first to see the result: the corrected trigger is drawn in cyan, and a trigger the fix removes is drawn in purple.
  3. Where both triggers are yours, SWAP on the card makes the fix change the other one instead.

Each fix is one undo step, and the checker checks the map again afterwards. What each kind of fix does:

  • A gap is closed by growing one trigger toward the other until they overlap by 0.5 m. Its far side stays where you put it. A radiation trigger grows past the other’s fade band too.
  • A corner, where two box triggers meet at an angle and leave a wedge open outside the bend, is closed by extending the boxes that are yours past the bend.
  • An overlap is cleared by shrinking one trigger on the side facing the other, leaving 5 cm between them. When shrinking would leave less than half of it, the fix moves it clear instead and says so.
  • A trigger that does nothing, one wholly inside another of its kind or an override box that touches no safe zone, is removed.

A safezonesphere is moved rather than stretched, because part of the game measures it at its unscaled size.

FIX is grayed out, with the reason on its tooltip, when the map has changed since the check (press CHECK), when a trigger in the finding is locked, or when the trigger it would change came from the map file (below).

Screenshot: a finding’s card open beside its marker, with FIX hovered and the corrected trigger drawn in cyan. (images/trigger-checker-fix.png)

FIX ALL fixes every finding of one rule that the list shows: the rule of the line you last clicked, or, when the list shows only one rule that has a fix, that one. The words beside it say which rule and how many. It asks first, with the count and anything it will skip and why (a finding an earlier fix in the batch already solved, one whose fix cannot be applied), and the whole batch is one undo step.

With a current copy of Rust, the trigger prefabs in a map you open load like any other prefab: you can select, move and delete them, and a fix can change them. If Creator is reading an older copy of Rust’s files that does not include them, it keeps those triggers as part of the map rather than as objects you can pick: you can look at them and go to them, but on a finding about one FIX is grayed out and says why, and where the other trigger in the finding is yours, the fix starts on that one instead. The volumes you drew can always be fixed.

The game has no idea of which triggers you meant to join, so the checker decides it by distance: two triggers of the same kind that are closer than the Join distance (m) are taken as meant to join, and a wider gap is two separate areas on purpose and is not reported. It is 2 m to start with, and you can set it from 0.1 m to 10 m in the window; press CHECK after changing it.

Two volumes that belong to the same monument are the game’s own design and are never reported, and a finding always involves at least one trigger you placed or drew. So a map straight from generation checks clean.

KindHow they should meetWhat the checker reportsSeverity
RadiationOverlapping, by more than their fade bands. A radiation trigger’s dose fades to nothing over its outer part, so two that only touch leave a seam with no radiation.A gap, or an overlap thinner than the two fade bands. Each trigger’s own fade is used: a tenth of its size for a radiation volume you drew, and a monument’s own as the game’s server has it (a tenth to a half).Warning
Safe zoneOverlapping. A player is protected only where they stand, so any gap, even two faces that only touch, is unprotected.A gap. A hurt, fire, radiation, heat or cold trigger overlapping a safe zone, since its damage still lands inside.Warning
Scaled safezonesphereAt its own size. Part of the game measures it at its unscaled size.Any scale other than 1. No fix: draw a Creator safezone volume for a larger zone.Possible issue
Safe zone override boxInside a safe zone, where it makes a pocket with no protection.One that touches no safe zone, since it does nothing.Possible issue
No-buildOverlapping. Anything that fits in a gap can be built there.A gap. A no-build box whose bounding box touches a monument’s own no-build volume: the game then makes it part of that monument, which lets barricades and similar items be placed in it. A turned box’s bounding box is larger than the box.Warning
Environment volumesOverlapping. The game reads them at a single point, so a gap wider than 2 cm is a hole.A gap.Warning
Water cullingOverlapping. The sea comes back in a gap.A gap.Warning
Heat and coldApart, or of one strength. Overlapping ones apply in the order a player walked into them, so the result depends on the path taken.Heat overlapping cold, or two strengths overlapping.Warning
Hurt and fireUsually apart. Overlapping ones add their damage, which may be on purpose.An overlap.Possible issue
ForceApart, or one trigger. Overlapping ones fight over a player; leaving one stops the push even inside another.An overlap (Warning), and two that touch, where the push stutters (Possible issue, no fix: use one larger trigger).Warning or Possible issue
Terrain triggerCrossing the ground’s surface.One wholly above or below the ground, which does nothing. No fix: move it to the surface.Possible issue
Any kind that joins by overlappingA trigger wholly inside another of the same kind and strength, which does nothing.Possible issue
Comfort, ladders, spawn points, custom volumes and the restNo rule.Nothing.

The Map Validator lists the same findings when it scans, as rule 15 (Trigger gap), rule 16 (Trigger conflict) and rule 17 (Redundant trigger). Double-clicking one of those lines opens the Trigger Checker on that finding, where its FIX is.