Trigger auto (GoldSrc): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(stuff from the redirected page)
No edit summary
Line 19: Line 19:
== Flags ==
== Flags ==
{{fl|1|Remove on fire}}
{{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 ==
== See Also ==

Revision as of 03:15, 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]

See Also