Trigger auto (Half-Life: Source): Difference between revisions
		
		
		
		
		
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Note:This entity counts as an edict, not a logical entity like one might expect.
		
	
SirYodaJedi (talk | contribs) No edit summary  | 
				m (→Outputs:  Substituted IO templates)  | 
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== Outputs ==  | == Outputs ==  | ||
{{  | {{O|OnTrigger|param=void|Fired when map spawns, and, depending upon spawnflag 1, when loading a saved game.}}  | ||
== Flags ==  | == Flags ==  | ||
{{fl|1|Fire once|Only fire outputs when the map first spawns (gets [[kill]]ed afterward). If unticked, this will also fire outputs when the player respawns from loading a saved game.}}  | {{fl|1|Fire once|Only fire outputs when the map first spawns (gets [[kill]]ed afterward). If unticked, this will also fire outputs when the player respawns from loading a saved game.}}  | ||
Revision as of 10:25, 21 April 2025
| 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This entity is obsolete.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. 
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. See env_global.
 
Outputs
- OnTrigger <void>
 - Fired when map spawns, and, depending upon spawnflag 1, when loading a saved game.
 
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.