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Configuring Events
Chunk #0
Nov 06, 2025
# **Introduction** In this guide, you’ll learn… - What are Events? - Configuring Events in Hawk - One Time Events - Recurring Events - Creating Event Types - Configuring Activities - Sticky Events - Event Archiving Mechanism - A/B Testing Events **Table of Contents** * * * # Navigation Help for the User Guide ![image-20250502-134521.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3583279198/image-20250502-134521.png?version=1&modificationDate=1746193523360&cacheVersion=1&api=v2&width=1515&height=916)[https://tripledotstudios.atlassian.net/wiki/spaces/KB/whiteboard/4131192852?atl\_f=PAGETREE&whiteboard-linked-object=M3ul71m\_JN2hv9tqA\_D4J](https://tripledotstudios.atlassian.net/wiki/spaces/KB/whiteboard/4131192852?atl_f=PAGETREE&whiteboard-linked-object=M3ul71m_JN2hv9tqA_D4J) # 1. What are Events? **Events** are a dynamic **live-ops feature** designed to engage players by offering them the opportunity to complete specific actions within a limited timeframe to earn rewards. These events create a sense of urgency and excitement, encouraging players to participate actively in the game. At the core of each event are **activities** : the specific tasks or challenges that players must complete to qualify for rewards. These activities are customisable, allowing to tailor the experience for different segments of players based on their behaviour, preferences, or progression level. Events can be scheduled to reach players at different times, providing flexibility in how and when they are rolled out. Events can also be leveraged in **A/B Experiments** to test and refine various aspects of gameplay and reward structures. ![Events implementation in Triple Tile](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3583279198/yT8zy1KfxkpLUlofnD0vMpnL3ChzsTNHqPfJZDO-8zKLoL72aThuxJjLocDF-nkUjyD2hYfcXlK8a7hDITQwvYB7ESoOUTl7Zoq2PFg1HPOIDMC3tDD3tC4vyQGdxa6uxnkJWn6VhZaiXsIrHkFks7c?version=1&modificationDate=1724053805615&cacheVersion=1&api=v2&width=395&height=704) ![image.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3583279198/image.png?version=1&modificationDate=1724053785673&cacheVersion=1&api=v2&width=393&height=698) # 2. Configuring Events When setting up an event configuration, you’ll define key parameters such as the event's duration and the specific player segments that will participate in the event. This ensures that the event is tailored to run for the right amount of time and targets the appropriate groups of players. In addition, Admin users can create event types to help the client developers interpret, which event is in use and the parameters the event requires. Beyond these foundational settings, each game offers unique activities — like Objectives, Leaderboards, Races, and Collection Sets that can also be customised within Hawk. ![image-20250523-125847.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3583279198/image-20250523-125847.png?version=1&modificationDate=1748005129140&cacheVersion=1&api=v2&width=1377&height=747) ## 2.1. Setting up Configurations Under **Configuration** , you can create and configure your event (one-time or recurring), and you can also configure A/B Experiments for Events. ## 2.2. Event Structure The structure of **one-time** and **recurring** events is largely similar, and both share several core components: - **Event Fields** : Shared fields are presented in a common [table below](https://tripledotstudios.atlassian.net/wiki/spaces/KB/pages/3583279198/Configuring+Events#Event-Fields-table), with clear indication of which apply to both event types or only one. - **Parameters** : Both types use the same base parameters. _Recurring events_ may include additional advanced options. [Learn More here](https://tripledotstudios.atlassian.net/wiki/x/HoDV9Q?atlOrigin=eyJpIjoiZDg2OGU3ZDE4OGE4NDYxMWIwYmYxNzdjOGQ1MzdjYmEiLCJwIjoiYyJ9). - **Activities** : Configured similarly for both types. [More on activity setup here](https://tripledotstudios.atlassian.net/wiki/x/CgCy2Q?atlOrigin=eyJpIjoiMjQ0MjFjNTdkMDEwNDU4Y2FkNDFiNThmYTA0ZmIwMTUiLCJwIjoiYyJ9). Recurring events include additional configuration for defining recurrence patterns. To explore this further, see [Recurring Events Configuration](https://tripledotstudios.atlassian.net/wiki/x/FgDU9Q?atlOrigin=eyJpIjoiZGQzZWFlZTI5Y2MyNGQxMTgyN2E0YzNjOWJhYzI2NmYiLCJwIjoiYyJ9). ### Event Fields table &nbsp; Event Fields | #### **Field Name** | **Validations and Notes** | **Mandatory or Optional** | **Description** | | --- | --- | --- | --- | | **Name** | Text input | MANDATORY | Name of the configuration | | **Priority** | Numeric Input | MANDATORY | If a player is assigned to two different configurations of the same event type, they will typically receive the one with the higher priority. However, depending on the Event type configuration, the client can receive multiple configurations for the same event type. | | **Status** | Dropdown options: - Active - Inactive - Temporarily Archived Default: Inactive | MANDATORY | Status of the Configuration. It is pre-selected to be inactive but can be altered. After a week of an Event having the Temporarily Archived status, it automatically gets the Permanently Archived status. See the Event [Status](https://tripledotstudios.atlassian.net/wiki/spaces/KB/pages/3583279198/Configuring+Events#4.2.-Event-Status-Flow) Flow section below. | | **Availability** | Dropdown options: - Test - Live Default: Test | MANDATORY | The availability of the configuration (test/live). It is pre-selected to be Test but can be altered. The “ **Availability** “ field has 2 value’s variants: 1. Test - served only to players with “ **Test** “ profile flag 2. Live - available for all players | | **Scheduling Time Type** | Dropdown options: - Player’s local time - UTC (Coordinated Universal Time) Default: Player’s local time | MANDATORY | Time to send the Event to players.&nbsp;It is pre-selected to Player’s local time but can be altered. Events configured in Player Local Time will start to be served based on players location, and the UTC will start to be served to all players at the same time. | | **Preload At (Only for One-time Events)** | Date/time picker Format: dd/mm/yyyy HH (24H) Default: Current time | MANDATORY | During the **preload period** , the event is delivered to the client. If the event type restricts serving only one event, the event defined for preload will still be served. Preloading begins at the configured preload start time. At that moment, players are assigned to segments, and this assignment is locked for the duration of the event. Even if players move to different segments afterward, they will continue to receive the preloaded event until the next preload cycle occurs.In the preload period, the event is served to the client. If event type has restriction to serve only one event, the preload will be still be served | | **Start At** | Date/time picker Format: dd/mm/yyyy | MANDATORY | Determines when the event starts. | | **End Date (Only for One-time Events)** | Dropdown options: - Last Activity - Custom Custom.End At: Date/time picker Format: dd/mm/yyyy HH (24H) | **Custom.End At:** OPTIONAL MANDATORY Only when Last Activity is selected. | Determines when the event ends. There are 2 options offered: - **Last Activity:** The Event will automatically finish when the last activity is finished. - **Custom** : Allows you to select a custom date to end the Event. Selecting this option will allow you to specify the date and time for ending the event. - When the “Custom“ option is selected, the **End At** field appears. | | **Event Type** | Dropdown: - \<event type 1\> - \<event type 2\> - … - \<event type n\> | MANDATORY | Only one event type can be selected. However, one or more event types might be available for selection based on the number of events types configured for the game. This field identifies which type the event belongs to. Event type defines what parameters event has, as well as configuration mechanisms consistent across events that belong to that type, like max number of events returned to client. For a new Event type, you will have to request the Hawk team to configure it. The definition of the parameters for the new event type is a joint effort between Client Team, Business Analysts, and Product Managers. The new event type comprises a list of parameters that the Client Development Team will receive from Hawk in JSON format.&nbsp; Please agree on the parameters before requesting configuration of a new Event type.&nbsp; Properly designed parameters (on event or activity level) can simplify future growth of your events. **Strong Recommendation:** Discuss with the Hawk team before implementation of a new event to make sure that optimal solution will be achieved. | | **Segment Type** | Dropdown: - All Players - Specific Segments Segments Field: Dropdown with multiple selection possibilities. | OPTIONAL **Specific Segments.Segments:** MANDATORY | The segment of users who will receive the Configuration. You can select either “All Players”, or create configurations for “Specific Segments”. When you select the “Specific Segments” option from the dropdown, another dropdown for selecting segments appears. From this dropdown, you can select multiple segments. If you select more than one segment, the system will use the logical operator OR to determine the recipients. To know more about segments, read the guide [here](/wiki/spaces/KB/pages/2884468783/Segmentation) | | **Occurrence preload offset (Only for Recurring Events)** | Time picker Format: Hours, Minutes, Seconds | MANDATORY | Default: 1 Hour |
Generic Settings
Chunk #0
Nov 06, 2025
In this page you’ll find documentation regarding settings and configurations that can be used in any game: - [Asset Bundles in Game Server](/wiki/spaces/KB/pages/2926346323/Asset+Bundles+in+Game+Server) - [Generic Chapters and Levels](/wiki/spaces/KB/pages/2852126735/Generic+Chapters+and+Levels) - [Generic Journeys and Events](/wiki/spaces/KB/pages/2926870529/Generic+Journeys+and+Events) - [Generic Daily Challenges](/wiki/spaces/KB/pages/2933653553/Generic+Daily+Challenges)
Hawk Guides
Chunk #0
Nov 06, 2025
In this page you’ll find links to user documentation for Hawk, our LiveOps system: - [Payments and Shop Configuration in Hawk](/wiki/spaces/KB/pages/2916810950/Payments+and+Shop+Configuration+in+Hawk) - [Configuring Events](/wiki/spaces/KB/pages/3583279198/Configuring+Events) - [Recurring Events](/wiki/spaces/KB/pages/4124311574/Recurring+Events) - [Parameter sets](/wiki/spaces/KB/pages/4124115050/Parameter+sets) - [Activity Sets](/wiki/spaces/KB/pages/4124180493/Activity+Sets) - [Advanced Scenarios](/wiki/spaces/KB/pages/4123656278/Advanced+Scenarios) - [Parameters and Activity Templates](/wiki/spaces/KB/pages/4124409886/Parameters+and+Activity+Templates) - [Configuring Activities](/wiki/spaces/KB/pages/3652321290/Configuring+Activities) - [Objectives](/wiki/spaces/KB/pages/4124508203/Objectives) - [Client Leaderboards](/wiki/spaces/KB/pages/4123721814/Client+Leaderboards) - [Collection Sets](/wiki/spaces/KB/pages/4124704819/Collection+Sets) - [Dynamic Races](/wiki/spaces/KB/pages/4124704829/Dynamic+Races) - [Leagues](/wiki/spaces/KB/pages/4124213297/Leagues) - [Navigation Help for the User Guide](/wiki/spaces/KB/whiteboard/4131192852) - [Onboarding Events](/wiki/spaces/KB/pages/4367319345/Onboarding+Events) - [Campaigns & App Links in Hawk](/wiki/spaces/KB/pages/3622731872/Campaigns+App+Links+in+Hawk) - [A/B Experiments in Hawk](/wiki/spaces/KB/pages/3319988247/A+B+Experiments+in+Hawk)