trigger_relay Last edited 5 months ago2024-06-29 17:12:37 UTC

trigger_relay - Point Entity

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 (only turn it on, or only turn it off, as opposed to the toggling experienced with typical triggering). However, it's up to the target entities to interpret the ON/OFF signals – many don't respect it and just toggle itself regardless of the trigger state sent by this entity.

Attributes

Flags

Notes

Entities that respects ON/OFF trigger state

Team Fortress Classic only

Attributes

  • Master (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.
  • Delay before trigger (delay) - 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.
  • Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
  • Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.
  • Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.
  • Has item from group # (h_i_g) - The player must be carrying any item from this group to use this entity. Set 0 to ignore this criterion.
  • Hasn't item from group # (hasnt_item_from_group) - To use this entity, the player must not be carrying any item from this group. Set 0 to ignore this criterion.
  • If item # has moved (if_item_has_moved) - A player can only use the entity if this item is not in its original spawn location. Set 0 to ignore this criterion.
  • If item # hasn't moved (if_item_hasnt_moved) - A player can only use the entity if this item is in its original spawn location. Set 0 to ignore this criterion.
  • If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.
  • If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.
  • If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.
  • If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.
  • If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.
  • If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.
  • Affect all on Team (maxammo_shells) - This allows an entity's effects (giving ammo, taking health, etc.) to be performed on an entire team rather than just the Activating Player. Options are:
    • 0 = Disabled
    • 1 = Blue
    • 2 = Red
    • 3 = Yellow
    • 4 = Green
  • Affect all not on Team (maxammo_nails) - This allows an entity's effects (giving ammo, taking health, etc.) to be performed on all players in teams other than the one selected, ignoring the Activating Player. Options are:
    • 0 = Disabled
    • 1 = Blue
    • 2 = Red
    • 3 = Yellow
    • 4 = Green
  • If all goals in group # active... (all_active) - When activated, the entity will check to see if all goals in a given group are active. If so, it will activate another goal, which is specified by last_impulse.
  • Remove goal # (rv_g) - When the entity is activated, it will remove the goal specified here.
  • Restore goal # (rs_g) - When the entity is activated, it will restore the goal specified here.
  • Inactivate goals in group # (inactivate_group_no) - When the entity is activated, it will deactivate all the goals in the group specified here.
  • Remove goals in group # (rv_gr) - When the entity is activated, it will remove all the goals in the group specified here.
  • Restore goals in group # (rs_gr) - When the entity is activated, it will restore all the goals in the group specified here.
  • Remove Spawn point # (remove_spawnpoint) - On activation, the entity will remove the info_player_teamspawn entity with the Goal # entered here. While the spawnpoint is removed, no one can spawn there.
  • Restore Spawn point # (restore_spawnpoint) - On activation, the entity will restore a removed info_player_teamspawn entity with the Goal # entered here. After being restored, players can once again spawn at the spawnpoint.
  • Remove spawn group # (rv_s_h) - On activation, the entity will remove the group of info_player_teamspawn entities with the Goal Group # entered here. While the spawnpoints are removed, players cannot spawn at them.
  • Restore spawn group # (rs_s_h) - On activation, the entity will restore the group of removed info_player_teamspawn entities with the Goal Group # entered here. After being restored, players can once again spawn at the spawnpoints.
  • Item to give (items) - Note: There are exceptions (check SmartEdit names).
The Item # of an item_tfgoal entity. When the entity is activated, the Activating Player will be given this item. If the item is already being carried by a player, it will be taken from the carrier and given to the Activating Player.
  • Remove item from APA (axhitme) - The Item # of an item_tfgoal entity. When the entity is activated, if the Activating Player is carrying the specified item, it will be removed from him. What happens to it then is determined by the Goal Activation property of the item.
  • Kill target (killtarget)
  • Target Path (netname)
  • Sound style (sounds)
  • Message (set sound too!) (message)
  • Name (targetname)
  • Team allowed to activate entity (team_no)
  • Player class allowed to activate entity (playerclass)
  • Effect radius, 0=infinite (t_length)
  • If criteria fails activate Goal# (else_goal)
  • ...activate goal# (last_impulse)
  • Activate goal# (activate_goal_no)
  • Inactivate goal# (inactivate_goal_no)
  • Activate goals in group# (activate_group_no)
  • Return item # (return_item_no)
  • Remove items in group # (r_i_g)
  • Add/Subtract frags (frags)
  • Add/Subtract lives (lives)
  • Add/Subtract health (health)
  • Armor Value % (armorvalue)
  • Armor Class (armorclass)
  • Add/Subtract shells (a_s)
  • Add/Subtract nails (a_n)
  • Add/Subtract rockets (a_r)
  • Add/Subtract cells (a_c)
  • Add/Subtract detpack (ammo_detpack)
  • Add/subtract grenades #1 (no_grenades_1)
  • Add/subtract grenades #2 (no_grenades_2)
  • Invincibility duration (invincible_finished)
  • Invisibility duration (invisible_finished)
  • Quad duration (super_damage_finished)
  • Rad Suit duration (radsuit_finished)
  • Score to AP team (count)
  • Teamcheck team point gain (increase_team)
  • Blue point gain (increase_team1)
  • Red point gain (increase_team2)
  • Yellow point gain (increase_team3)
  • Green point gain (increase_team4)
  • Trigger State (triggerstate)

1 Comment

Commented 7 years ago2017-11-22 23:02:56 UTC Comment #101111
Loses the activator (player) reference. Use another entity that preserves it otherwise the triggered entities won't affect the current player.

Granted you don't rely on specifying a Trigger State, an alternative would be to use a game_counter with limit set to 1. Using a func_button also works, but creates brushes.

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