Trigger auto (Half-Life: Source): Difference between revisions
Jump to navigation
Jump to search
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) |
||
(13 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{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 05:49, 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This entity is obsolete.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.