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Point EntityThis 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).
Attributes
- Name (targetname) - Property used to identify entities.
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- 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.
- Trigger State (triggerstate) - 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.
Flags
- Remove On fire (1) - After triggering its targets, this entity will be removed.
Inputs
Outputs
Notes
- Multimanagers are far better for triggering many entities in sequence with particular delays.
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.