User login

Navigation

Poll

I downloaded the ETQW demo and....
...I'm too busy playing for polls.
0%
...it's awesome.
60%
...it's okay, I expected better.
20%
...I'm lost in the valley, anyone have a map?
0%
...my machine won't run it. :-(
20%
Total votes: 5

Who's online

There are currently 0 users and 43 guests online.

Welcome to RUST | Gamedesign.net

Trigger

Submitted by Andy on Fri, 2005-02-25 22:02.

Half-Life Trigger Entities


trigger_auto

This entity fires its target the moment the map has loaded.

Properties

Target - The name of the event to be activated.

Delay before trigger - The length of time in seconds to wait before triggering the target.

KillTarget - This event will be removed when the trigger_auto fires.

Global State to Read - The name of a global variable (set by a env_global). This variable sets the state of the trigger_auto.

Trigger State - Sets the type of trigger the trigger_auto sends (0 = Off 1 = On 2 = Toggle).

Flag Properties

(1) Remove On fire - If this is set, the trigger_auto will be removed from the after firing.

Related Entities

Env_global
multimanager

Notes:
Setting 'Delay before trigger' to something like 0.2 is a good idea, because it's possible for the trigger_auto to fire before the entity it targets has even been spawned. Usually the Trigger State is On.

Top



trigger_autosave

When the player moves through the area covered by this entity, the game will be autosaved.

Properties

Name - Name a trigger_autosave, if you want it to be triggered by another event.

Master - The entity will only work if the master is active.

Flag Properties

None

Related Entities

Player_loadsaved

Notes:
Autosaves are a great idea if the area ahead of the player is dangerous. It will give the player a point to reload the map from. The drawback is that the autosave is announced as text. It gives the player a warning of impending doom.

Top



trigger_camera

This entity allows you to place cameras in your map. The camera will take over from the players normal view.

Properties

Target - When an the camera is activated, it triggers the entity with the name specified by Target.

Delay before trigger - Delay in seconds before the Target above is triggered.

KillTarget - When the camera is triggered, it will remove from the game the entity specified by this property.

Name - This entity must be triggered to work.

Hold time - Time to keep the camera going in seconds.

Path Corner - The first path_corner the camera will move to if you want it to move and have set up a series of path_corners for it to move along. The camera will start where it spawns and move to the first path_corner at the "Initial Speed". Freeze Player flag must be checked.

Initial Speed - The speed the camera moves to it's first path_corner.

Acceleration units/sec^2 -

Stop Deceleration units/sec^2 -

Flag Properties

(1) Start At Player - Begin with the player's view.
(2) Follow Player - Use the player as the focal point.
(4) Freeze Player - Stop the player from moving while camera is in action.

Related Entities

Env_fade

Notes:
The camera can be set up to work in any of several ways - fixed position, with a fixed or moving target (e.g. a security camera), or moving, with a fixed or moving target.
The area that the camera is looking at must be in the players visible set of brushes.

Top



trigger_cdaudio

When the player passes through this entity, the selected CD audio track will be played.

Properties

Name - Although brush-based, this entity can also be triggered by another entity.

Track # - This is the track number that will play.

Flag Properties

None

Related Entities

Target_cdaudio

Notes:
None

Top



trigger_changelevel

This entity causes a level transition, where a new map is loaded and the player is placed in it.

Properties

Name - Provide a name to allow the transition to be triggered by another event.

New map name - The name of the new map to load.

Landmark name - The name of the info_landmark that defines the same point in space in both maps.

Change Target -

Delay before change target -

Flag Properties

(1) No Intermission -
(2) Use Only - Entity can only be triggered by another event.

Related Entities

Info_landmark
Trigger_transition

Notes:
None

Top



trigger_changetarget

This entity can change the Target value of any entity.

Properties

Target - The name of the entity to be affected.

Delay before trigger - Delay in seconds before the target change.

KillTarget - This entity will be removed from the game when the trigger is activated.

Name - Trigger this entity to activate.

New Target - Change the target entity's 'target' value to this.

Flag Properties

None

Related Entities

None

Notes:
None

Top



trigger_counter

This entity counts the number of times it is triggered and activates its target when it reaches a specified number.

Properties

Target - The event to be activated once the count has reached the specified limit.

Name - Provide a name to allow this entity to be triggered by another.

Kill target - Remove this entity from the game on activation.

Target Path -

Master - The name of a master. This master must be active in order for this trigger to fire.

Sound Style -

Delay before trigger - The trigger_counter will wait this many seconds before activating its target.

Message -

Count before activation - The number that the counter must reach before activating its targets.

Flag Properties

(1) No Message
(2) No Clients - The 'client' is the player. So with this flag set on, the entity will not be affected by the player.
(4) Pushables - With this flag set on, the entity will be activated by pushable objects.

Related Entities

Multisource

Notes:
None

Top



trigger_endsection

This entity ends the current game and returns the player to the Half-Life main menu.

Properties

Name - This entity can be activated by other triggers.

Section - The type of game to end.
Values are:

_oem_end_training : takes the player back to the main menu
_oem_end_logo : same as above
_oem_end_demo : This was used in the demo. Same as above, but also attempts to open   media/order/default.hml .

Flag Properties

(1) Use Only - Entity cannot be triggered by the player walking into it.

Related Entities

None

Notes:
None

Top



trigger_gravity

This entity sets the effect of gravity from low to normal.

Properties

Target - When trigger_gravity is activated, it triggers the entity with the name specified by Target.

Name - Name of the entity, for external triggering.

Kill target - When an entity is triggered, it will remove from the game the entity specified by this property.

Target Path -

Master - The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.

Sound style-

Delay before trigger - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action.

Message -

Gravity (0 - 1) - Any value between 0 and 1, 1 being normal gravity.

Flag Properties

(1) Monsters - With this set, the monster entities will not be affected by the gravity
(2) No Clients - The 'client' is the player. Same as above
(4) Pushables - With this flag set on,pushables will not be affected by gravity

Related Entities

None

Notes:
Level of gravity stays set after being put into effect - use two brushes, one with the new gravity, one with the old, to make sure the player returns to normal gravity in situations where that is necessary. The player normally walks through this trigger

Top



trigger_hurt

This entity hurts anyone in its area. Being brush based, any player or monster will recieve damage when they walk into the brush

Properties

Name - If this is specified, the entity can be triggered on and off.

Target - When the trigger_hurt is activated (by a player touching it), it will trigger this target.

Master - If used, this master must be active for the trigger_hurt to work.

Damage - The amount of damage to deal out.

Delay before trigger - Delay in seconds before the Target is activated.

Damage Type - Type of damage. One of the following:

0 = GENERIC
1 = CRUSH
2 = BULLET
4 = SLASH
8 = BURN
16 = FREEZE
32 = FALL
64 = BLAST
128 = CLUB
256 = SHOCK
512 = SONIC
1024 = ENERGYBEAM
16384 = DROWN
32768 = PARALYSE
65536 = NERVEGAS
131072 = POISON
262144 = RADIATION
524288 = DROWNRECOVER
1048576 = CHEMICAL
2097152 = SLOWBURN
4194304 = SLOWFREEZE

Flag Properties

(1)Target Once - Normally the trigger_hurt will trigger its target every time it hurts something. Setting this flag lets it do this only once.
(2) Start Off - Start the trigger off (needs to be activated to work).
(8) No clients - The entity won't affect players. The 'client' is the player. So with this flag set on, the entity will not be affected by the player.
(16) FireClientOnly - Will hurt anyone, but will only fire its target when it hurts a player.
(32) TouchClientOnly - Only the player will be hurt.

Related Entities

Multisource

Notes:
None

Top



trigger_monsterjump

Any monster that walks into the area covered by this entity will be made to jump in the specified direction, height and speed once.

Properties

Pitch Yaw Roll - Yaw sets the jump direction.

Master - Monsters will not jump unless this master is active.

Jump Speed - Speed of the jump in units per second.

Jump Height - The height of the jump in units.

Flag Properties

None

Related Entities

None

Notes:
Don't expect to get Barney doing circus tricks... This entity is limited, but might be really usefull to get monsters over small objects or start the run up a set of stairs.
I couldn't get Barney to jump more than 48 units, and even then it looked like a 'run over obstacle' rather than a jump.

Top



trigger_multiple

This entity triggers a specified target every time its area is entered by players, monsters or pushables.

Properties

Target - Name of event to be triggered when this entity is activated.

Name - Name of the trigger

Kill target - Remove this entity from the game when triggered.

Target Path -

Master - This master must be active for the trigger_multiple to work.

Sound style -

Delay before trigger - The delay in seconds to wait before triggering the target.

Message -

Delay before reset - Time in seconds before the entity is ready to be re-triggered.

Flag Properties

(1) Monsters - Allow monsters to activate this entity.
(2) No Clients - Players cannot activate this entity.
(4) Pushables - Allow pushable objects to activate this entity.

Related Entities

Trigger_once
Trigger_relay

Notes:
None

Top



trigger_once

When this entity's area is entered by players, pushable objects or monsters, it triggers its target, but only once.

Properties

Target - Name of event to be triggered when this entity is activated.

Name - Name of the trigger

Kill target - Remove this entity from the game when triggered.

Target Path -

Master - This master must be active for the trigger_multiple to work.

Sound style -

Delay before trigger - The delay in seconds to wait before triggering the target.

Message -

Delay before reset - Time in seconds before the entity is ready to be re-triggered.

Flag Properties

(1) Monsters - Allow monsters to activate this entity.
(2) No Clients - Players cannot activate this entity.
(4) Pushables - Allow pushable objects to activate this entity.

Related Entities

Trigger_multiple
Trigger_relay

Notes:
None

Top



trigger_push

When a player, monster or pushable object enters this entity's area, it is pushed in the specified direction and speed.

Properties

Target - Name of event to be triggered when this entity is activated.

Name - Trigger to turn on or off.

Kill target - Remove this entity from the game when the trigger_once is triggered.

Target Path -

Master - This master must be active for the trigger_push to work.

Sound style -

Delay before trigger - The delay in seconds to wait before triggering the target.

Message -

Pitch Yaw Roll - These values set the direction of the push.

Speed of push - The speed to push at in units per second.

Flag Properties

(1) Once Only - Makes the entity have effect once only.
(2) Start Off - Start off and wait to be triggered on.
(4) Pushables - Allow pushable objects to be affected this entity.

Related Entities

Func_conveyor

Notes:
None

Top



trigger_relay

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.

Properties

Name - Name of the trigger

Target - Name of event to be triggered when this entity is activated.

Delay before trigger - The delay in seconds to wait before triggering the target.

Trigger State - Off (0), On (1), or Toggle (2). Toggle mode is what normal triggers use. On and Off will only trigger their targets on or off respectively, and will not affect targets that are already on or off.

Flag Properties

(1) Remove On fire - After triggering its targets, this entity will be removed.

Related Entities

Game_team_master
Multimanager
Trigger_multiple
Trigger_once

Notes:
None

Top



trigger_teleport

This entity will teleport things in its area

Properties

Target - The name of the info_teleport_destination to teleport to.

Name - Name of the trigger, if you need to trigger it using another trigger.

Kill target - Remove this entity from the game when triggered.

Target Path -

Master - This master must be active for the trigger_multiple to work.

Sound style -

Delay before trigger - The delay in seconds to wait before triggering the target.

Message -

Flag Properties

(1) Monsters - Allow monsters to activate this entity.
(2) No Clients - Players cannot activate this entity.
(4) Pushables - Allow pushable objects to activate this entity.

Related Entities

Info_teleport_destination

Notes:
To make a trigger_teleport toggleable, use a multisource master. Trigger this master with a button or multi_manager or something to activate it. When the master is inactive, the teleporter will be as well.

Top



trigger_transition

This entity creates an area in which the player must be for an associated trigger_changelevel to work.

Properties

Name - Provide a name so that the entity can be associated with a trigger_changelevel.

Flag Properties

None

Related Entities

Info_landmark
Trigger_changelevel

Notes:
None

Top



Next Entity Guide Weapon Entities



RUST | Gamedesign.net is your source for all the latest game-editing news and tutorials. If you are seeing this message, this means that you are using a browser that does not support CSS. Please upgrade your browser and enjoy your stay at RUST and if you have any questions, comments, or suggestions, please contact a site administrator.