Submitted by
Andy on Fri, 2005-02-25 21:56.
Originally written for
TWHL .
This entity counts each trigger that it receives, and triggers its target when the count reaches a specified limit.
Properties
Name - This entity needs to be triggered.
Target - This target will be activated when the counter reaches its limit.
Delay before trigger - Time in seconds before the 'target' is activated
KillTarget - This target will be removed when the counter reaches its limit.
Master - The name of a multisource of game_team_master entity. This master must be active in order for the counter to work.
Initial Value - This sets the initial count.
Limit Value - This is the value that the counter must reach before firing its target.
Flags
(1) Remove on fire - Remove the counter entity after firing.
(2) Reset on fire - Reset the counter after firing.
Related Entities
None.
Notes:
None
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When triggered, this entity will set a game_counter to a specified value.
Properties
Name -The Name of the entity for triggering.
Target - The name of the game_counter to be set.
Master - The name of a multisource or game_team_master. The master must be active for this entity to work.
New Value - The new value to be given to the target game_counter.
Flags
(1) Remove on fire - After firing, this entity will be removed.
Related Entities
None
Notes:
None
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When triggered, this entity ends the current game.
Properties
Name - Use this name as the target of another entity to trigger.
Master - The name of a multisource or game_team_master entity. This master must be active in order for the entity to work.
Flags
None
Related Entities
None
Notes:
None
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This entity allows you to equip a player with specific items when they join a game or at some time during gameplay.
Properties
Name - If this entity has a name, it will need to be triggered to activate. Without a name, it will activate when the map loads or a player joins.
Team Master - The name of a game_team_master can go here so that you can control which team is equipped.
Flags
None
Related Entities
None
Notes:
To actually specify what you want to be equipped, turn off SmartEdit mode and click Add. The item's name is the key, and the value is the number of items to be given to the player.
For example, a key of 'weapon_rpg' with a value of '3' will equip the player with 3 rockets. Use item_battery for armour and item_healthkit for health.
Note that health and armour cannot exceed the normal maximum of 100 each.
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Unlike the trigger_hurt, this entity will apply damage (or health) to a player without that player being in a specific place.
Properties
Name - This entity must be triggered to activate.
Damage To Apply - This is the amount of damage to apply to the player that activated the entity. Using a negative number heals the player.
Master - The name of a multisource or game_team_master. This master must be active for the entity to work.
Flags
(1) Remove on fire - Remove the entity after firing. [Entities with this flag set on will be removed from the game after doing whatever they're supposed to do. As a result they will only activate once.]
Related Entities
None
Notes:
None
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This entity makes a player change teams.
Properties
Name - Trigger to activate.
game_team_master to use - The player that activates this entity will have his team changed to the team index of the game_team_master entity specified here.
Master - The name of a multisource or game_team_master. The master must be active for this entity to work.
Flags
(1) Remove on fire - Remove the entity after firing. [Entities with this flag set on will be removed from the game after doing whatever they're supposed to do. As a result they will only activate once.]
(2) Kill Player - The player will be killed when the entity is activated.
(4) Gib Player - The player will be pulled apart when the entity is activated.
Related Entities
None
Notes:
None
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This entity gives or takes points from a player or team.
Properties
Name - Trigger to activate.
Points to add (+/-) - The number of points to be given or taken.
Master - The name of a multisource or game_team_master. The master must be active for the entity to work.
Flags
(1) Allow Negative - Set this to allow the game_score to make a score negative.
(2) Team Points - Set this to make the entity affect the activating player's whole team.
Related Entities
None
Notes:
None
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This entity acts like a combination of the multisource and trigger_relay entities, but is based on teams.
The game_team_master can replace the multisource as the master for any entity. It will only be active when the activating team matches the team index value.
Properties
Name - If used as a relay, this entity must be activated to trigger.
Target - If used as a relay, the event that will be activated.
Delay before trigger - If used as a relay, the delay before activating the target.
KillTarget - If used as a relay, this target will be removed from the game.
Trigger State - Activate the target with this trigger state (0 = off, 1 = on, 2 = toggle).
Team Index (-1 = no team) - The team number that is valid for this entity. -1 allows all teams.
Master - The name of a multisource or game_team_master entity. The master must be active for the entity to work.
Flags
(1) Remove on fire - The entity will be removed after firing.
Related Entities
None
Notes:
The team index can be changed by the game_team_set entity.
The server selects which team corresponds to which number with the 'mp_teamlist' cvar.
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This entity will set the team index of the game_team_master it targets to the team of the player that activates it.
Properties
Name - Trigger to activate. [Property used to identify entities.]
Target - The game_team_master to be affected.
Delay before trigger- Wait this amount of time before triggering.
KillTarget - This target will be removed from the game when the entity fires.
Master - The name of a multisource or game_team_master. The master must be active for the entity to work
Flags
(1) Remove on fire - Remove the entity after firing. [Entities with this flag set on will be removed from the game after doing whatever they're supposed to do. As a result they will only activate once.]
Related Entities
None
Notes:
None
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This entity is used to display messages on-screen. It is used instead of env_message because it doesn't need to be a file full of message strings to be distributed with the map.
Properties
Name - Trigger to activate.
Target - Event to activate when this entity is activated.
Message Text - The text to be displayed.
X (0 - 1.0 = left to right, -1 = center) - X position of text (across screen).
Y (0 - 1.0 = top to bottom, -1 = center) - Y position of text (up/down screen).
Text Effect - Effect to apply to the text (0 = Fade In/Out, 1 = Credits, 2 = Scan Out).
Color1 - The main colour.
Color2 - The highlight colour.
Fade in Time (or character scan time) - Time taken to fade in each character.
Fade Out Time - Time taken to fade out message.
Hold Time - Length of time to hold message on screen after fading in.
Scan time (scan effect only) - The amount of time the highlight lags behind the leading edge of the text.
Text Channel - Any of four channels can be used by this entity. If while one channel is being used another entity on the same channel is triggered, the old text will be cleared from the screen.
Master - The name of a multisource or game_team_master. The master must be active for the entity to work.
Flags
(1) All Players - Show the text to all players. If not set, only the player who activated the game_text will see the message.
Related Entities
Trigger_auto
Env_message
Notes:
You are limited to a maximum message length of 127 characters.
Line breaks can be added with the newline code \n
. e.g. Line one\nLine two
X, Y, effect, color, color2, fadein, fadeout and fxtime are the same as those found in titles.txt.
The easiest way to get a text based message at the start of your level, like the Black Mesa one from HL, is to add a trigger_auto to the level and set it's target to the name of your game_text. You might have to add a delay to the trigger, depending on wether you fade the screen in or not, but either way when the game starts your text will be displayed.
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This entity is used to trigger targets based on player locations.
Properties
Name - Trigger to activate. [Property used to identify entities.]
Target for IN players - All players inside the area covered by the brush fire this target.
Target for OUT players - All players outside the area covered by the brush fire this target.
Counter for IN players - This game_counter's value will be set to the number of players inside the area.
Counter for OUT players - This game_counter's value will be set to the number of players outside the area.
Flags
None
Related Entities
None
Notes:
The only brush-based game_ entity.
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