trigger_zipline
Jump to navigation
Jump to search
This article or section needs to be cleaned up to conform to a higher standard of quality.
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.
This is a draft page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.
Remember to check for any notes left by the tagger at this article's talk page.
Important:This trigger is broken in the final game. While it may still functional to certain degree, it’s use is not advised.
trigger_zipline
is a brush entity available in Condition Zero Deleted Scenes. It’s a trigger that acts like a trigger_teleport, with the addition of playing and controlling an animation on the player's viewmodel. It can also be triggered by other entities like trigger_once, trigger_multiple, func_button etc.
Todo: Make a section dedicated to explaining how to setup a trigger_zipline and improve wording.
Keyvalues
Target:
- Target (target) <targetname>
- The targetname of an entity this entity will trigger when activated.
Targetname:
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Master (master) <targetname>
- Name of a master entity.
- Is Start (start) <integer>
- Defines if the trigger is the start point of the zipline. Must be an integer between 0 and 1. If this is set to 1, Is End must be set to 0 in order to work.
- Is End (end) <integer>
- Defines if the trigger is the end point of the zipine. Must be an integer between 0 and 1. If this is set to 1, Is Start must be set to 0 in order to work.
- Zipline Target (ziplinetarget) <targetname>
- The point where the player should be teleported to.
Flags
Fire Once : [1]
- Doesn’t do anything.
Note:This trigger seems to already be hard-coded to only fire once.