Trigger auto (GoldSrc): Difference between revisions
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SirYodaJedi (talk | contribs) No edit summary |
GamerDude27 (talk | contribs) m (Use the proper link for "monster_scientist") |
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* 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

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
- Target ([todo internal name (i)]) <targetname>
- Used for navigation and to fire a hardcoded input to an entity.
- 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).