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|Target|target_destination|Used for navigation and to fire a hardcoded input to an 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|Affects when the entity can fire an input to another entity.}}
:{| class=standard-table
:{| class=standard-table
! Value || Description
! Value || Description
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|-
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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 Half-Life. It 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.
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]

See Also