Trigger auto (Half-Life: Source): Difference between revisions
		
		
		
		
		
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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...")  | 
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== 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 12:00, 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This entity is obsolete.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.