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- 3 KB (490 words) - 23:07, 20 April 2025
- Down below is an .vmf file of the tutorial and two addtional events triggered by the flashlight and trigger_look.6 KB (958 words) - 22:42, 21 January 2024
- ...possibility which could be very handy: you can't define the message via a triggered input. ...ded, like "the door has opened", "someone shot the sheriff", etc which are triggered by entities via their outputs, many "game_text" entities need to be created3 KB (436 words) - 08:41, 8 January 2024
- #REDIRECT [[Customizable triggered HUD-message]]49 bytes (4 words) - 00:54, 13 March 2006
Page text matches
- :Triggered when a map is vetoed (multiple times at once) :Triggered when a map is picked to be played (usually one)728 bytes (92 words) - 19:38, 17 May 2024
- ...readable or photographable corruption piece. Plays a satisfying sound when triggered. {{KV|Triggered by Photograph|boolean|Can this corruption target also be triggered by taking a photo of it?}}1 KB (167 words) - 07:54, 21 April 2025
- #REDIRECT [[Customizable triggered HUD-message]]49 bytes (4 words) - 00:54, 13 March 2006
- ;<code>soundscape_debug 2</code> : Only display currently triggered soundscapes. * Green - Currently being triggered.896 bytes (124 words) - 13:00, 8 January 2024
- Alerts are triggered when an enemy carrying a flag starts touching the area (or any player for a {{KV|Play alert sound|boolean|Play the sound when the alert is triggered.}}753 bytes (106 words) - 17:55, 18 July 2025
- ...e=game_counter_set|engine=GoldSrc}} The game_counter_set entity will, when triggered, set the value of a [[game_counter (GoldSrc)|game_counter]] to a specified ...emove On fire|If enabled, the game_counter_set will be removed once it has triggered its Target.}}501 bytes (82 words) - 21:09, 17 May 2024
- ...d when a water flow meter has been restored. Plays a satisfying sound when triggered. Only used for Achievements, in specific ''Restoring the Flow''. Can be rep ...igger|Marks this target as broken again and decrements the stat. It can be triggered again to restore the stat but that won't replay the sound. Doesn't do anyth1 KB (160 words) - 07:54, 21 April 2025
- An entity with a master cannot be triggered until the master is triggered.463 bytes (73 words) - 06:22, 30 May 2025
- ...Chance (from 0 to 1) of the OnTrigger1-8 output firing when this entity is triggered.}} ...Trigger1|to=OnTrigger8|This output has a chance to fire when the entity is triggered.}}5 KB (729 words) - 06:57, 4 June 2025
- ...oldSrc}} This entity keeps an internal value of how many times it has been triggered, and when it reaches a specified value, it will trigger another [[entity]]. ...|1|Remove On fire|If enabled, the game_counter will be removed once it has triggered its Target.}}1 KB (182 words) - 17:34, 3 October 2024
- {{KV|Old Flowmap|string|The flowmap texture to use before this entity is triggered.}} {{KV|New Flowmap|string|Changes the flowmap to this texture when triggered.}}651 bytes (93 words) - 07:55, 21 April 2025
- ...2'' folder, containing script setup that will spawn a fleeing citizen when triggered. When triggered (by external entities), the relay will spawn the citizen, and its spawning1 KB (188 words) - 00:15, 7 January 2024
- ...gger_counter|engine=GoldSrc}} This entity counts the number of times it is triggered and activates its target when it reaches a specified number. ...time in seconds before the trigger should trigger its target (after being triggered itself).}}1,021 bytes (153 words) - 21:22, 17 May 2024
- ...I/O connection, or as a container for holding a set of outputs that can be triggered from multiple places. After a <code>logic_relay</code> is triggered, it cannot be triggered again until all of its outputs are fired. This is useful for when a relay h2 KB (356 words) - 11:10, 26 September 2024
- ''Sets whether First Blood has been triggered.''432 bytes (51 words) - 09:04, 21 January 2024
- ...ime, in seconds, after the trigger_multiple has triggered before it can be triggered again. If set to -1, it will never trigger again (in which case you should1 KB (196 words) - 23:08, 20 April 2025
- After a <code>logic_relay</code> is triggered, it cannot be triggered again until all of its outputs are fired. This is useful for when a relay h ...|param=void|activator = activator of Trigger input|Fired when the relay is triggered. If the relay is set to only trigger once, it will delete itself after firi3 KB (465 words) - 13:24, 7 May 2025
- * The door ({{ent|func_door}}) is triggered to open *After a period of time, a <code>func_door</code> is triggered to open, allowing the player to walk through.2 KB (244 words) - 06:43, 31 May 2024
- {{KV|MP3|intn=music|string|The music track to play when this entity is triggered.}}360 bytes (60 words) - 02:04, 22 June 2024
- ...inserted|Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)}} ...ide|Fired when a combine ball in hits the top side of the field (only gets triggered when Combine Power supply is checked)}}3 KB (516 words) - 14:05, 25 September 2024