Trigger auto (GoldSrc): Difference between revisions

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m (Use the proper link for "monster_scientist")
Line 32: Line 32:
* 64 : Start inactive
* 64 : Start inactive
* 128 : Wait for script
* 128 : Wait for script
* 256 : Pre-disaster (Only for use with [[monster_scientist]] -- has no effect on aliens).
* 256 : Pre-disaster (Only for use with [[monster_scientist_(GoldSrc)|monster_scientist]] -- has no effect on aliens).
* 512 : Fade corpse
* 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).
* 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]]

Revision as of 10:11, 25 August 2023

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It has been suggested that this article or section be merged with trigger_auto (GoldSrc). (Discuss)

Half-Life 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 predecessor to logic_auto.

Keyvalues

Name ([todo internal name (i)]) <string>
The name of tne entity.
Target ([todo internal name (i)]) <targetname>
Used for navigation and to fire a hardcoded input to an entity.
Global State to Read ([todo internal name (i)]) <string>
Trigger state ([todo internal name (i)]) <choices>
Affects when the entity can fire an input to another entity.
Value Description
0 Off
1 On
2 Toggle

Flags

  • 1 : Remove on fire
  • 2 : Gag (No IDLE sounds until angry)
  • 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).