Trigger auto (Half-Life: Source): Difference between revisions

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{{tabsBar|main=hls|base=trigger auto}}
{{tabsBar|main=hls|base=trigger auto}}
{{CD|CAutoTrigger|base=CBaseEntity|file=hl1/hl1_ents.cpp}}
{{CD|CAutoTrigger|base=CBaseEntity|file1=hl1/hl1_ents.cpp}}
{{obsolete|entity=1|replacement=[[logic_auto]]}}
{{obsolete|entity=1|replacement=[[logic_auto]]}}
{{this is a|point entity|name=trigger_auto|game=Half-Life: Source|game1=Half-Life Deathmatch: Source}}  
{{this is a|point entity|name=trigger_auto|game=Half-Life: Source|game1=Half-Life Deathmatch: Source}}  

Revision as of 13:03, 6 September 2024

C++ Class hierarchy
CAutoTrigger
CBaseEntity
C++ hl1/hl1_ents.cpp
Obsolete-notext.png
This entity is obsolete.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.

trigger_auto is a point entity available in Half-Life: Source Half-Life: Source and Half-Life Deathmatch: Source 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.