Trigger auto (Half-Life: Source): Difference between revisions
		
		
		
		
		
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Note:This entity counts as an edict, not a logical entity like one might expect.
		
	
SirYodaJedi (talk | contribs)  (Created page with "{{tabsBar|main=hls|base=trigger auto}} {{CD|CAutoTrigger|base=CBaseEntity}} {{obsolete|entity=1|replacement=logic_auto}} {{this is a|point entity|name=trigger_auto|game=Ha...")  | 
				SirYodaJedi (talk | contribs)   | 
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{{  | {{TabsBar|main=Logic auto}}  | ||
{{CD|CAutoTrigger|base=CBaseEntity}}  | {{CD|CAutoTrigger|base=CBaseEntity|file1=hl1/hl1_ents.cpp}}  | ||
{{obsolete|entity=1|replacement=[[logic_auto]]}}  | {{obsolete|entity=1|replacement=[[logic_auto]]}}  | ||
{{this is a|  | {{this is a|logical entity|name=trigger_auto|game=Half-Life: Source}}    | ||
{{note|This entity counts as an [[edict]], not a logical entity like one might expect.}}  | |||
== Keyvalues ==  | == Keyvalues ==  | ||
{{KV|Global State to Read|intn=globalstate|choices|If set, this specifies a global state to check before firing. Outputs are only fired if this global state exists and if it is turned on.}}  | {{KV|Global State to Read|intn=globalstate|string choices|If set, this specifies a global state to check before firing. Outputs are only fired if this global state exists and if it is turned on. See [[env_global]].}}  | ||
== Outputs ==  | == Outputs ==  | ||
{{  | {{O|OnTrigger|activator={{mono|NULL}}|Fired when map spawns, and, depending upon spawnflag 1, when loading a saved game.}}  | ||
== Flags ==  | |||
{{fl|1|Fire once|Only fire outputs when the map first spawns (gets [[kill]]ed afterward). If unticked, this will also fire outputs when the player respawns from loading a saved game.}}  | |||
Latest revision as of 04:49, 20 May 2025
| CAutoTrigger | 
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches. 
It has since been deprecated by: logic_auto.
It has since been deprecated by: logic_auto.
trigger_auto  is a   logical entity  available in 
 Half-Life: Source. 
Keyvalues
- Global State to Read (globalstate) <string choices>
 - If set, this specifies a global state to check before firing. Outputs are only fired if this global state exists and if it is turned on. See env_global.
 
Outputs
- OnTrigger
 - !activator = NULL
!caller = this entity
Fired when map spawns, and, depending upon spawnflag 1, when loading a saved game. 
Flags
- Fire once : [1]
 - Only fire outputs when the map first spawns (gets killed afterward). If unticked, this will also fire outputs when the player respawns from loading a saved game.