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.
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{{CD|CAutoTrigger|base=CBaseEntity|file1=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]]}} |
Revision as of 04:06, 20 May 2025
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CAutoTrigger |
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This entity is obsolete.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 logical 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
- !activator = NULL
!caller = this entity
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.