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

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== Outputs ==
== Outputs ==
{{IO|OnTrigger|param=void|Fired when map spawns, and, depending upon spawnflag 1, when loading a saved game.}}
{{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 11:25, 21 April 2025

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This entity is obsolete.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.

Note.pngNote:This entity counts as an edict, not a logical entity like one might expect.

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.