trigger_relay
		
		
		
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trigger_relay  is a   point entity  available in all 
 GoldSrc games. This entity acts as a relay between an event and its target. Its main advantage is that it can send a specific trigger state to its target.
Key Values
- Name (targetname) <string>
 - The targetname that other entities refer to this entity by.
 
- Target (target) <targetname>
 - The targetname of an entity this entity will trigger when activated.
 
- Delay before trigger (delay) <integer>
 - Delay in seconds before firing the targeted entity.
 
- Killtarget (killtarget) <targetname>
 - Entity to remove when activated.
 
- Trigger State (triggerstate) <choices>
 - *0 : Off
 - *1 : On
 - *2 : Toggle
 
TFC Only:
- Target (target) <targetname>
 - The targetname of an entity this entity will trigger when activated.
 
TFCriteria:
- 0: Any
 - 1: Blue
 - 2: Red
 - 3: Yellow
 - 4: Green
 
- Targetname of teamcheck goal (teamcheck)  <string> (only in 
) 
- 0: Any
 - 1: Scout
 - 2: Sniper
 - 3: Soldier
 - 4: Demolitions man
 - 5: Medic
 - 6: Heavy Weapons Guy
 - 7: Pyro
 - 8: Spy
 - 9: Engineer
 
- Has item # (items_allowed)  <integer> (only in 
) - The player must be carrying this item to use this entity.
 
- Has item from group # (h_i_g)  <integer> (only in 
) - To use this entity, the player must be carrying any item from this group.
 
- Hasn't item from group # (hasnt_item_from_group)  <integer> (only in 
) - To use this entity, the player must not be carrying any item from this group.
 
- If item # has moved (if_item_has_moved)  <integer> (only in 
) - A player can only use the entity if this item is not in its original spawn location.
 
- If item # hasn't moved (if_item_hasnt_moved)  <integer> (only in 
) - A player can only use the entity if this item is in its original spawn location.
 
- If goal # active (if_goal_is_active)  <integer> (only in 
) - Players can only use the entity if this goal is in the active state.
 
- If goal # inactive (if_goal_is_inactive)  <integer> (only in 
) - Players can only use the entity if this goal is in the inactive state.
 
- If goal # removed (if_goal_is_removed)  <integer> (only in 
) - Players can only use the entity if this goal is in the removed state.
 
- If group # active (if_group_is_active)  <integer> (only in 
) - A player can only use the entity if all the goals in this group are in the active state.
 
- If group # inactive (if_group_is_inactive)  <integer> (only in 
) - A player can only use the entity if all the goals in this group are in the inactive state.
 
- If group # removed (if_group_is_removed)  <integer> (only in 
) - A player can only use the entity if all the goals in this group are in the removed state.
 
TFOperat2:
- 0: Disabled
 - 1: Blue
 - 2: Red
 - 3: Yellow
 - 4: Green
 
- 0: Disabled
 - 1: Blue
 - 2: Red
 - 3: Yellow
 - 4: Green
 
- Effect Radius, 0-infinite (t_length)  <integer> (only in 
) 
TFEffects1:
- If criteria fails activate Goal # (else_goal)  <integer> (only in 
) - if criteria check fails, activate this goal instead
 
- If all goals in group # active... (all_active)  <integer> (only in 
) 
- ...activate goal # (last_impulse)  <integer> (only in 
) 
- Activate goal # (activate_goal_no)  <integer> (only in 
) 
- Inactivate goal # (inactivate_goal_no)  <integer> (only in 
) 
- Remove goal # (rv_g)  <integer> (only in 
) 
- Restore goal # (rs_g)  <integer> (only in 
) 
- Activate goals in group # (activate_group_no)  <integer> (only in 
) 
- Inactivate goals in group # (inactivate_group_no)  <integer> (only in 
) 
- Remove goals in group # (rv_gr)  <integer> (only in 
) 
- Restore goals in group # (rs_gr)  <integer> (only in 
) 
- Remove Spawn point # (remove_spawnpoint)  <integer> (only in 
) 
- Restore Spawn point # (restore_spawnpoint)  <integer> (only in 
) 
- Remove Spawn group # (rv_s_h)  <integer> (only in 
) 
- Restore Spawn group # (rs_s_h)  <integer> (only in 
) 
TFEffects2:
- Item to give (items)  <integer> (only in 
) 
TFEffects3:
- Remove item from APA (axhitme)  <integer> (only in 
) 
- Return item#, if not carried (return_item_no)  <integer> (only in 
) 
- Remove items in group # (r_i_g)  <integer> (only in 
) 
TFEffects5:
- Add/Subtract frags (frags)  <integer> (only in 
) 
- Add/Subtract lives (lives)  <integer> (only in 
) 
- Add/Subtract health (health)  <integer> (only in 
) 
- Armor Value % (armorvalue)  <integer> (only in 
) 
- 0 : Normal
 - 1 : 1 - Kevlar (Shell Resistant)
 - 2 : 2 - Wooden (Nail Resistant)
 - 4 : 4 - Blast (Explosion Resistant)
 - 8 : 8 - Shock (Electricity Resistant)
 - 16 : 16 - Ceramic (Fire Resistant)
 
- Add/Subtract shells (a_s)  <integer> (only in 
) 
- Add/Subtract nails (a_n)  <integer> (only in 
) 
- Add/Subtract rockets (a_r)  <integer> (only in 
) 
- Add/Subtract cells (a_c)  <integer> (only in 
) 
- Add/Subtract detpack (ammo_detpack)  <integer> (only in 
) 
- Add/Subtract grenades #1 (no_grenades_1)  <integer> (only in 
) 
- Add/Subtract grenades #2 (no_grenades_2)  <integer> (only in 
) 
- Invincibility Duration (invincible_finished)  <integer> (only in 
) 
- Invisibility Duration (invisible_finished)  <integer> (only in 
) 
- Quad Duration (super_damage_finished)  <integer> (only in 
) 
- Rad Suit Duration (radsuit_finished)  <integer> (only in 
) 
- Score to AP Team (count)  <integer> (only in 
) 
- Teamcheck team point gain (increase_team)  <integer> (only in 
) 
- Blue point gain (increase_team1)  <integer> (only in 
) 
- Red point gain (increase_team2)  <integer> (only in 
) 
- Yellow point gain (increase_team3)  <integer> (only in 
) 
- Green point gain (increase_team4)  <integer> (only in 
) 
Flags
- Remove On fire : [1]