game_text
or env_fade
, depending on how they're set up) even if it's many levels removed from the original triggering event.player →thetrigger_multiple
→multi_manager
→game_text
game_text
entity at the end of this trigger chain will be able to display its text to the player who activated the trigger_multiple
entity at the start of the chain, because these entities pass along the activator when they trigger each other, in this case the player.player →The first line will give the player exactly 1HP no matter how long the USE key is pressed on the button, because unlike afunc_button
→func_healthcharger
player →trigger_multiple
→func_healthcharger
func_healthcharger
a func_button
only sends an impulse USE, and the charger only sends 1HP to the activator. trigger_multiple
with reset value of 0.1s, now turns the trigger into a healing forcefield that respects the func_healthcharger
per-skill juice amount.func_healthcharger
or game_text
it may fail, or even cause a crash.func_healthcharger
and game_text
acts on the activator by principle or by default. Others like env_fade
can be set to affect activators instead of globally.func_tank
& co. though.trigger_relay
- sends itself as activator (however in Spirit of Half-Life it does forward the activator). Use multi_manager
instead.scripted_sequence
and scripted_sentence
- sends no activatorfunc_breakable
- sends no activatormonstermaker
- sends itself as activatorYou must log in to post a comment. You can login or register a new account.
!activator
(SC, Featureful)*locus
(SoHL, Featureful)