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Wired Tutorials


Wired Furni Tutorial

Wired Furni was released into the Habbo catalog in late 2011. Since then, it has consistently been one of the most popular furni ranges on Habbo! It has revolutionized the way the client runs, bringing new ways to host games, play mazes and even small things like designing and using queues. The range has been updated regularly throughout the years – and is now split into 4 categories: Triggers, Effects, Conditions and Add-ons.

You can purchase Wired all year round through the Shop, where it can be found under its own special category. As well as the actual working boxes, add-ons such as glow balls, coloured tiles and moving pyramids can also be purchased through the ‘Add-Ons’ section.

There are no limits to creativity with Wired, as you can stack any Trigger, Effect and Condition. Some popular uses (such as password door or password teleport) can be found pre-packaged under the ‘Deals’ section.

To get Wired, you will need three types of Wired Furni.

1. Triggers: Thing that you need to do, to make the Effect happen
2. Effects: Things that happen after the Trigger is activated
3. Conditions (optional): The conditions that need to exist before the Trigger works.

Each box can be individually set to work with a different piece of furni or word. Once they are stacked (on one tile), they will begin to work immediately and transform your room!

Triggers let you define what needs to happen for an Effect to take place. To program a Trigger, place it in a room, double click on it and set it up! You need to stack an Effect with a Trigger to make it work.

WIRED Trigger: Score Is Achieved

Function: When a set score is achieved, the chosen effect will be triggered.
Example: When a team reaches 10 points, an extra 50 points are added.
WIRED Trigger: Game Starts

Function: When a game begins, the effect(s) will be triggered.
Example: When a game of Battle Banzai begins, all of the obstacles suddenly appear.
WIRED Trigger: Game Ends

Function: When a game ends, the effect(s) will be triggered.
Example: When a game of Freeze ends, the gates will automatically open for more people.
WIRED Trigger: Repeat Effect

Function: Every X seconds, the effect(s) will be triggered. The ‘X’ seconds can be set anything between 0.5s and 60s.
Example: Every 20 seconds, the chairs in the room will move.
WIRED Trigger: At Set Time

Function: After the timer has been reset, this will cause the effect(s) to trigger only at a particular time. This time can be set as anything from 0.5s to 600s.
Example: After the trigger reset, a gate will close after 15 seconds.
WIRED Trigger: Furni State Is Changed

Function: When the state of an item of furni is changed (double clicked and changed) the effect(s) will trigger.
Example: When one gate is opened (by someone with rights), all other gates open too.

WIRED Trigger: User Enters Room

Function: As soon a user enters a room, the trigger will activate the effect(s)
Example: When a user enters the room, they teleport to another position, as if the door has been moved.
WIRED Trigger: User Says Keyword

Function: When a user says a keyword or phrase, the effect(s) will be triggered. Can also be set so it will only activate when certain users say the keyword.
Example: When a user says the right word, they will be teleported to the next section.
WIRED Trigger: User Walks Off Furni

Function: When a user walks off a piece of furni, the effect(s) are activated.
Example: If a user steps off a rug, they are teleported back to the start of the room.
WIRED Trigger: User Walks On Furni

Function: When a user walks on a piece of furni, the effect(s) are activated.
Example: If a user steps on a rug, they are teleported back to the start of the room.

Effects are what happens after a Trigger is activated. To program an Effect, place it in your room, double click on it and set it up! You will always need to stack a Trigger with the Effect to make it work.

WIRED Effect: Give Points

Function: When triggered, points will be given out.
Example: When someone steps on a tile, their team gets an additional 50 points.
WIRED Effect: Timer Reset

Function: When triggered, all timers reset.
Example: When the game ends, the timer is set to 0 again.
WIRED Effect: Move And Rotate Furni

Function: When triggered, selected furniture will move and/or rotate.
Example: When someone steps on an arrow plate, the ball will move in that direction.
WIRED Effect: Teleport To Furni

Function: When triggered, a user will teleport to the selected furni.
Example: When someone enters the room, they teleport to another spot – as if the door moved!
WIRED Effect: Match Furni to Position & State

Function: When triggered, furni will match a set position and state.
Example: When someone stands on a stage, spotlights will turn on.
WIRED Effect: Show Message

Function: When triggered, a message will be shown.
Example: When someone enters a room, they see a message displayed to them.
WIRED Effect: Toggle Furni State

Function: When triggered, selected furniture will change state.
Example: When someone steps on a color tile, a gate will open.

Conditions are specific things that need to be done before a Trigger will work. If you want to use a Condition, you will need to stack it with a Trigger and Effect. However, they are not necessary for a Wired stack to work.

WIRED Condition: Has Furni On

Function: The stack will not be triggered unless the selected piece of furni has another piece of furni on it.
Example: The gate will not open unless the PuzzleBox is on the coloured tile.
WIRED Condition: Furni has users

Function: The stack will not be triggered unless the selected furniture has users on them.
Example: The gate will not open until someone is standing on each of the 3 tiles.
WIRED Condition: Furni has users

Function: The stack will not be triggered unless the selected furniture has users on them.
Example: The gate will not open until someone is standing on each of the 3 tiles.
WIRED Condition: Furni States And Positions Match

Function: The stack will not be triggered unless the selected furniture’s states and positions match.
Example: A user can not teleport until the selected furniture is in a stated position.
WIRED Condition: Less Than x Secs Elapsed Since Timer Reset

Function: The stack will not be triggered unless ‘less than x secs’ have elapsed since the timer reset.
Example: If you haven’t completed the maze in under 20 seconds (on a game timer) then the next time you step on a piece of furni, you will be teleported to the beginning
WIRED Condition: Triggering User Is On Furni

Function: The stack will not be triggered unless the triggering user is on selected furni.
Example: You will only be teleported to the next section of the game if you are on the selected furni.

Use these simple furni to bring extra spice to your Wired room. They are only basic furni, and you will need Triggers, Effects and Conditions to make them work.

WIRED Add-on: Random Effect

Function: Only one effect in the stack is triggered at a time.
Example: In a stack with 4 Effects, only one will be set off when the trigger is activated.
WIRED Add-on: Unseen Effect

Function: Only one previously unused Effect in this stack is triggered at a time.
Example: In a stack with 4 Effects, only one will be triggered – not the same one as last time.
Wall Of Flame

Function: Acts as a barrier.
Example: To stop players exiting the playing area, surround it with these furni.
 Hidden Pyramid

Function: Hides in the ground and periodically rises, acting as a divider.
Example: Periodic barrier for players to avoid in a maze.
Color Wheel


Function: Each colour in turn lights up.
Example: Players have to pull a lever to stop the colour on the right section.

Color Tile

Function: A floor tile that can change colour.
Example: When a user steps on a colour tile, they are teleported to another part of the room.
Glowball


Function: Rises and lights up
Example: When the Glowball is up and lit, the player is teleported to another part of the room.

Arrow Plate


Function: A floor tile with an arrow on.
Example: When a user steps on an arrow plate, the object moves in that direction.

Floor Switch 1


Function: Switch can be turned on/off.
Example: When a player changes the lever state, a gate opens.

Floor Switch 2


Function: Switch has four different states.
Example: When the lever is in the right state, a gate will open.

Glass Door

Function: The glass door goes up and down, proving an open-able barrier.
Example: When a player pulls a lever, the glass door goes down.
Pressure Plate


Function: When a user steps on it, an effect is triggered.
Example: When a user steps on this plate, a gate opens.

Ring Plate


Function: Similarly to a colour tile, a floor item which will activate an effect when triggered.
Example: When a player steps on this tile, they will be teleported to another section of the room.

Floor Wiring

Function: To create the effect of wiring between boxes
Example: When designing an ‘electronics’ room, wiring will make it look more realistic.

 

 

Although there are endless possibilities using Wired furni, many stacks are used regularly. Here’s a simple guide on which boxes to use for the most common functions!


User Enters Room from a Different Door

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By using the User Enters Room trigger and the Teleport to Furni effect (set to a piece of furni where you want the ‘door’ to be), it will give the impression of a different door.

Adding a Show Message effect will give the user a message as they are being teleported.

Teleport when a Keyphrase is said

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By using the User Says Keyword trigger and Teleport to Furni effect, you can set up a password-controlled teleporter. Useful for telephrases and passworded VIP areas – no rights required.

Adding a Triggering User is on Furni condition means that the teleporting will only work when the user is on a specified piece of furni – useful for multi-section telephrases.

Restart Game Automatically

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By stacking a Game Ends trigger and a Reset Timer effect, any game with a timer will reset back to 0.

By adding a Toggle Furni State set to a piece of furni like a Firework, you can set them to go off when the game ends.

User Teleported when Walking On/Off Furni

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By stacking a User Walks On or Off Furni triggerand a Teleport to Furni effect, you can set it so when a user walks on or off a piece of furni, they will be teleported to another piece of furni in the room.

User Controlled Moving Furni

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By stacking a User Walks On Furni trigger and Move and Rotate Furni effect set on some furni, when the user walks on the floor furni, the specified furni will move.

Best used with arrow plates for each direction and a glowball for the moving furni.