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.
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) | ||
| Line 9: | Line 9: | ||
| == 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 11:25, 21 April 2025
|  Class hierarchy | 
|---|
| CAutoTrigger | 
|  hl1/hl1_ents.cpp | 

This entity is obsolete.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.
 Half-Life: Source. 
 Note:This entity counts as an edict, not a logical entity like one might expect.
Note: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.