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trigger_multiple

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trigger_multiple is a brush entity available in all GoldSrc GoldSrc games. This entity triggers a specified target every time its area is entered by players, monsters or pushables.

Key Values

Trigger:


Target:
Target (???) <target_destination>
The targetname of an entity this entity will trigger when activated.

Targetname:
Name (targetname) <targetname>
The targetname that other entities refer to this entity by.
Kill target (killtarget) <target_destination>
Remove this entity from the game on activation.
Target Path (netname) <target_destination> (not in Team Fortress Classic)
Target path.
Master (master) <string>
Name of a master entity.
Sound Style (sounds) <choices>
  • 0 : "No Sound"
Delay before trigger (delay) <string>
The time in seconds before the trigger should trigger its target.
Message (set sound too!) (message) <string>
Message to be shown.
Delay before reset (wait) <integer>
Time in seconds before the entity is ready to be re-triggered.



TFButtonCriteria:
Team allowed to activate entity (team_no) <choices> (only in Team Fortress Classic)
  • 0: Any
  • 1: Blue
  • 2: Red
  • 3: Yellow
  • 4: Green
Targetname of teamcheck goal (teamcheck) <string> (only in Team Fortress Classic)
Player class allowed to activate entity (playerclass) <choices> (only in Team Fortress Classic)
  • 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 Team Fortress Classic)
The player must be carrying this item to use this entity.
Has item from group # (h_i_g) <integer> (only in Team Fortress Classic)
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 Team Fortress Classic)
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 Team Fortress Classic)
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 Team Fortress Classic)
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 Team Fortress Classic)
Players can only use the entity if this goal is in the active state.
If goal # inactive (if_goal_is_inactive) <integer> (only in Team Fortress Classic)
Players can only use the entity if this goal is in the inactive state.
If goal # removed (if_goal_is_removed) <integer> (only in Team Fortress Classic)
Players can only use the entity if this goal is in the removed state.
If group # active (if_group_is_active) <integer> (only in Team Fortress Classic)
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 Team Fortress Classic)
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 Team Fortress Classic)
A player can only use the entity if all the goals in this group are in the removed state.



TFOperat2:
Affect all on Team (maxammo_shells) <choices> (only in Team Fortress Classic)
  • 0: Disabled
  • 1: Blue
  • 2: Red
  • 3: Yellow
  • 4: Green
Affect all not on Team (maxammo_nails) <choices> (only in Team Fortress Classic)
  • 0: Disabled
  • 1: Blue
  • 2: Red
  • 3: Yellow
  • 4: Green
Effect Radius, 0-infinite (t_length) <integer> (only in Team Fortress Classic)



TFEffects1:
If criteria fails activate Goal # (else_goal) <integer> (only in Team Fortress Classic)
if criteria check fails, activate this goal instead
If all goals in group # active... (all_active) <integer> (only in Team Fortress Classic)
...activate goal # (last_impulse) <integer> (only in Team Fortress Classic)
Activate goal # (activate_goal_no) <integer> (only in Team Fortress Classic)
Inactivate goal # (inactivate_goal_no) <integer> (only in Team Fortress Classic)
Remove goal # (rv_g) <integer> (only in Team Fortress Classic)
Restore goal # (rs_g) <integer> (only in Team Fortress Classic)
Activate goals in group # (activate_group_no) <integer> (only in Team Fortress Classic)
Inactivate goals in group # (inactivate_group_no) <integer> (only in Team Fortress Classic)
Remove goals in group # (rv_gr) <integer> (only in Team Fortress Classic)
Restore goals in group # (rs_gr) <integer> (only in Team Fortress Classic)
Remove Spawn point # (remove_spawnpoint) <integer> (only in Team Fortress Classic)
Restore Spawn point # (restore_spawnpoint) <integer> (only in Team Fortress Classic)
Remove Spawn group # (rv_s_h) <integer> (only in Team Fortress Classic)
Restore Spawn group # (rs_s_h) <integer> (only in Team Fortress Classic)



TFEffects2:
Item to give (items) <integer> (only in Team Fortress Classic)



TFEffects3:
Remove item from APA (axhitme) <integer> (only in Team Fortress Classic)
Return item#, if not carried (return_item_no) <integer> (only in Team Fortress Classic)
Remove items in group # (r_i_g) <integer> (only in Team Fortress Classic)



TFEffects5:
Add/Subtract frags (frags) <integer> (only in Team Fortress Classic)
Add/Subtract lives (lives) <integer> (only in Team Fortress Classic)
Add/Subtract health (health) <integer> (only in Team Fortress Classic)
Armor Value % (armorvalue) <integer> (only in Team Fortress Classic)
Armor Class (armorclass) <choices> (only in Team Fortress Classic)
  • 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 Team Fortress Classic)
Add/Subtract nails (a_n) <integer> (only in Team Fortress Classic)
Add/Subtract rockets (a_r) <integer> (only in Team Fortress Classic)
Add/Subtract cells (a_c) <integer> (only in Team Fortress Classic)
Add/Subtract detpack (ammo_detpack) <integer> (only in Team Fortress Classic)
Note.pngNote:After applying all these values to the player, the playerclass limitations of the player are applied. So if you set the health of the player over that allowed, by his/her playerclass, it will then be lowered to the max_health for that playerclass.
Note.pngNote:"lives" allows you to give/remove lives from players. This is only useful if the current map limits the number of lives each player has.
Add/Subtract grenades #1 (no_grenades_1) <integer> (only in Team Fortress Classic)
Add/Subtract grenades #2 (no_grenades_2) <integer> (only in Team Fortress Classic)
Invincibility Duration (invincible_finished) <integer> (only in Team Fortress Classic)
Invisibility Duration (invisible_finished) <integer> (only in Team Fortress Classic)
Quad Duration (super_damage_finished) <integer> (only in Team Fortress Classic)
Rad Suit Duration (radsuit_finished) <integer> (only in Team Fortress Classic)
Score to AP Team (count) <integer> (only in Team Fortress Classic)
Teamcheck team point gain (increase_team) <integer> (only in Team Fortress Classic)
Blue point gain (increase_team1) <integer> (only in Team Fortress Classic)
Red point gain (increase_team2) <integer> (only in Team Fortress Classic)
Yellow point gain (increase_team3) <integer> (only in Team Fortress Classic)
Green point gain (increase_team4) <integer> (only in Team Fortress Classic)


Flags

  •  [1] : Monsters (not in Team Fortress Classic)
  •  [2] : No clients
  •  [4] : Pushables