Trigger zipline: Difference between revisions

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m (→‎top: clean up, added orphan, stub, deadend tags)
(This is my first edit to a page on VDC.This is some of my documentation that I've done about this brush entity. I still have plans on explaining how to get this trigger ""working"" and adding a GIF to this page in a near future.)
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{{Multiple issues|
{{DISPLAYTITLE:trigger_zipline}}
{{Dead end|date=January 2024}}
{{Draft}}
{{Orphan|date=January 2024}}
 
}}
{{Important|This trigger is broken in the final game. While it may still functional to certain degree, it’s use is not advised.}}
{{This is a|e2|name=trigger_zipline|game=czds}} It’s a trigger that  acts like a [[trigger_teleport (GoldSrc)|trigger_teleport]], with the addition of playing and controlling an animation on the player's viewmodel. It can also be triggered by other entities like trigger_once, trigger_multiple, func_button etc.
{{todo|Make a section dedicated to explaining how to setup a trigger_zipline and improve wording.}}
 


{{DISPLAYTITLE:trigger_zipline}}
==Keyvalues==
{{WIP|[[User:Shon|Shon]] ([[User talk:Shon|talk]])}}
{{Hl1 kv target}}
{{todo|Write the process of using and setting up the trigger_zipline from CS:CZDS.}}
{{Hl1 kv targetname}}
{{Hl1 kv master}}
{{KV|Is Start| intn=start | integer| Defines if the trigger is the start point of the zipline. Must be an integer between 0 and 1. If this is set to 1, Is End must be set to 0 in order to work.}}
{{KV|Is End| intn=end | integer | Defines if the trigger is the end point of the zipine. Must be an integer between 0 and 1. If this is set to 1, Is Start must be set to 0 in order to work.}}
{{KV|Zipline Target | intn=ziplinetarget | target_destination | The point where the player should be teleported to.}}


==Flags==
{{fl|1|Fire Once| Doesn’t do anything.}}
{{Note|This trigger seems to already be hard-coded to only fire once.}}


{{stub}}
==See Also==
* [https://www.youtube.com/watch?v=OGXsIe7wK_U A Youtube video demostrating the behaviour of it in-game.]
*[[trigger_teleport (GoldSrc)|trigger_teleport]]

Revision as of 16:26, 8 April 2024

Icon-under construction-blue.png
This is a draft page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.
Icon-Important.pngImportant:This trigger is broken in the final game. While it may still functional to certain degree, it’s use is not advised.

trigger_zipline is an e2 available in Condition Zero Deleted Scenes Condition Zero Deleted Scenes.

Warning.pngWarning:
  • The {{{game}}} parameter is inconsistent with the name defined by the {{czds}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Condition Zero Deleted Scenes.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

It’s a trigger that acts like a trigger_teleport, with the addition of playing and controlling an animation on the player's viewmodel. It can also be triggered by other entities like trigger_once, trigger_multiple, func_button etc.

Todo: Make a section dedicated to explaining how to setup a trigger_zipline and improve wording.


Keyvalues

Target (target) <targetname>
The targetname of an entity this entity will trigger when activated.
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Master (master) <targetname>
Name of a master entity. If the master hasn't been activated, this entity will not activate.
Is Start (start) <integer>
Defines if the trigger is the start point of the zipline. Must be an integer between 0 and 1. If this is set to 1, Is End must be set to 0 in order to work.
Is End (end) <integer>
Defines if the trigger is the end point of the zipine. Must be an integer between 0 and 1. If this is set to 1, Is Start must be set to 0 in order to work.
Zipline Target (ziplinetarget) <targetname>
The point where the player should be teleported to.

Flags

Fire Once : [1]
Doesn’t do anything.
Note.pngNote:This trigger seems to already be hard-coded to only fire once.

See Also