A new trigger that adds the ability to enable/disable modifiers would be a beneficial addition for ensuring parts of maps are not broken.
For example, the only mutator minigolf currently has (player collision) can cause issues in certain scenarios. I’m currently creating a tiny intro for a minigolf map that makes players wait a few seconds at the start of a hole, before getting moved forwards by a boost volume. If people play with collision on, I’m fearful that players will bump into one another and ruin the intro sequence. I don’t want players to get bumped out of the way when they have zero control over their ball, therefore punishing them for doing nothing wrong.
A new trigger could prevent that issue entirely. Ideally, it would add the ability to:
- Enable / Disable Specific Mutators (Disabling collision for a player, for example)
- Revert a Lobby’s Mutators (Revert a player’s mutators to what the lobby is using, if a player ran through this trigger and gained a different mutator than what the lobby currently has enabled, running through a trigger with this setting enabled with revert everything back to the lobby’s settings)
An example using these features could be something simple like disabling collision for a section where players automatically roll across a thin platform, then re-enabling whatever settings the lobby had once a player falls off the platform and is able to putt again (and if the lobby had collision turned off to begin with, then nothing would change). Without this trigger, something like this wouldn’t be possible without having to baby-proof the entire area surrounding the platform to ensure no weird collisions take place and bump players off the platform.
The only downside I see with this addition are certain people abusing it to force players to play with specific rules (but if someone does do this, I would like to imagine their map would not get approved for units). I’m also unaware if the mutators are set up to allow different people to have different mutators at once in a lobby, since this trigger obviously wouldn’t work if different people can’t have different mutators enabled/disabled by triggers in a single lobby.