Trigger auto (Half-Life: Source): Difference between revisions
Jump to navigation
Jump to search
SirYodaJedi (talk | contribs) (Created page with "{{tabsBar|main=hls|base=trigger auto}} {{CD|CAutoTrigger|base=CBaseEntity}} {{obsolete|entity=1|replacement=logic_auto}} {{this is a|point entity|name=trigger_auto|game=Ha...") |
SirYodaJedi (talk | contribs) No edit summary |
||
Line 8: | Line 8: | ||
== Outputs == | == Outputs == | ||
{{IO|OnTrigger|param=void}} | {{IO|OnTrigger|param=void|}} | ||
== Flags == | |||
{{fl|1|Fire once|Only fire outputs when the map first spawns (gets [[killed]] afterward). If unticked, this will also fire outputs when the player respawns from loading a saved game.}} |
Revision as of 13:00, 6 September 2024
![]() |
---|
CAutoTrigger |

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
It has since been deprecated by: logic_auto.
It has since been deprecated by: logic_auto.
trigger_auto
is a point entity available in Half-Life: Source and
Half-Life Deathmatch: Source.
Keyvalues
- Global State to Read (globalstate) <choices>
- If set, this specifies a global state to check before firing. Outputs are only fired if this global state exists and if it is turned on.
Outputs
- OnTrigger <void>
Flags
- Fire once : [1]
- Only fire outputs when the map first spawns (gets killed afterward). If unticked, this will also fire outputs when the player respawns from loading a saved game.