Trigger auto (GoldSrc): Difference between revisions

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(Created page with "{{HL1}} '''trigger_auto''' is a point entity available in Half-Life. ==Entity description== Automatically fires an input to a specified entity on map spawn. This is the pre...")
 
 
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{{HL1}} '''trigger_auto''' is a point entity available in [[Half-Life]].
{{TabsBar|main=Logic auto}}
 
{{CD|CAutoTrigger|goldsrc=1}}
==Entity description==
{{this is a|point entity|name=trigger_auto|game=Half-Life}} It automatically fires its targets on map spawn.
 
Automatically fires an input to a specified entity on map spawn. This is the predecessor to [[logic_auto]].


== Keyvalues ==
== Keyvalues ==
 
{{hl1 kv targetname}}
{{KV|Name|string|The name of tne entity.}}
{{KV|Global State to Read|intn=globalstate|string|The trigger_auto will only fire its target if this state have been set by an [[env_global_(GoldSrc)|env_global]].}}
{{KV|Target|target_destination|Used for navigation and to fire a hardcoded input to an entity.}}
{{KV|Trigger state|intn=triggerstate|integer choices|The state to set on the targeted entity.}}
{{KV|Global State to Read|string}}
{{KV|Trigger state|choices|Affects when the entity can fire an input to another entity.}}
:{| class=standard-table
:{| class=standard-table
! Value || Description
! Value || Description
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|-
|-
|}
|}
{{Hl1 kv targetx}}


== Flags ==
== Flags ==
{{fl|1|Remove on fire}}


* 1 : Remove on fire
== See Also ==
* 2 : Gag (No IDLE sounds until angry)
* {{source}}{{ent|logic_auto}}
* 4 : MonsterClip
* 8 : No wreckage
* 16 : Prisoner
* 64 : Start inactive
* 128 : Wait for script
* 256 : Pre-disaster (Only for use with [[monster_scientist]] -- has no effect on aliens).
* 512 : Fade corpse
* 2048 : Not in Deathmatch (some entities don't have this set in their FGD, but it works for all entities if set).


[[Category:Half-Life]]
[[Category:Half-Life]]

Latest revision as of 06:08, 20 May 2025

edit
C++ Class hierarchy
CAutoTrigger
CBaseDelay
CBaseEntity
C++ triggers.cpp

trigger_auto is a point entity available in Half-Life Half-Life. It automatically fires its targets on map spawn.

Keyvalues

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Global State to Read (globalstate) <string>
The trigger_auto will only fire its target if this state have been set by an env_global.
Trigger state (triggerstate) <integer choices>
The state to set on the targeted entity.
Value Description
0 Off
1 On
2 Toggle
Target (target) <targetname>
The targetname of an entity this entity will trigger when activated.
Delay before trigger (delay) <integer>
Delay in seconds before firing the targeted entity.
Killtarget (killtarget) <targetname>
Entity to remove when activated.

Flags

Remove on fire : [1]

See Also