Trigger auto (GoldSrc): Difference between revisions
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{{ | {{this is a|point entity|name=trigger_auto|game=Half-Life}} It automatically fires an input to a specified entity on map spawn. This is the predecessor to [[logic_auto]]. | ||
== Keyvalues == | == Keyvalues == | ||
{{KV|Name|string|The name of tne entity.}} | {{KV|Name|string|The name of tne entity.}} | ||
{{KV|Target|target_destination|Used for navigation and to fire a hardcoded input to an entity.}} | {{KV|Target|target_destination|Used for navigation and to fire a hardcoded input to an entity.}} | ||
Line 24: | Line 18: | ||
== Flags == | == Flags == | ||
{{fl|1|Remove on fire}} | |||
{{fl|2|Gag (No IDLE sounds until angry)}} | |||
{{fl|4|MonsterClip}} | |||
{{fl|8|No wreckage}} | |||
{{fl|16|Prisoner}} | |||
{{fl|64|Start inactive}} | |||
{{fl|128|Wait for script}} | |||
{{fl|256|Pre-disaster (Only for use with [[monster_scientist_(GoldSrc)|monster_scientist]] -- has no effect on aliens).}} | |||
{{fl|512|Fade corpse}} | |||
{{fl|2048|Not in Deathmatch (some entities don't have this set in their FGD, but it works for all entities if set).}} | |||
== See Also == | |||
* | * {{ent|logic_relay}} | ||
[[Category:Half-Life]] | [[Category:Half-Life]] |
Revision as of 03:08, 29 June 2024
trigger_auto
is a point entity available in Half-Life. It 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
- Remove on fire : [1]
- Gag (No IDLE sounds until angry) : [2]
- MonsterClip : [4]
- No wreckage : [8]
- Prisoner : [16]
- Start inactive : [64]
- Wait for script : [128]
- Pre-disaster (Only for use with monster_scientist -- has no effect on aliens). : [256]
- Fade corpse : [512]
- Not in Deathmatch (some entities don't have this set in their FGD, but it works for all entities if set). : [2048]