Trigger auto (GoldSrc): Difference between revisions
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== Keyvalues == | == Keyvalues == | ||
{{KV|Name|string|The name of tne entity.}} | {{KV|Name|string|The name of tne entity.}} | ||
{{KV|Global State to Read|string|The trigger_auto will only fire its target if this state have been set by an [[env_global_(GoldSrc)|env_global]].}} | |||
{{KV|Global State to Read|string}} | {{KV|Trigger state|choices|The state to set on the targeted entity.}} | ||
{{KV|Trigger state|choices| | |||
:{| class=standard-table | :{| class=standard-table | ||
! Value || Description | ! Value || Description | ||
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|- | |- | ||
|} | |} | ||
{{Hl1 kv targetx}} | |||
== Flags == | == Flags == |
Revision as of 03:14, 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
- Global State to Read ([todo internal name (i)]) <string>
- The trigger_auto will only fire its target if this state have been set by an env_global.
- Trigger state ([todo internal name (i)]) <choices>
- The state to set on the targeted entity.
Value Description 0
Off 1
On 2
Toggle
- Target (target) <targetname>
- The targetname of an entity this entity will trigger when activated.
- Delay before trigger (delay) <integer>
- Delay in seconds before firing the targeted entity.
- Killtarget (killtarget) <targetname>
- Entity to remove when activated.
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]