trigger_auto
Last edited 3 years ago2021-01-10 21:49:57 UTC
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Point EntityThis entity fires its target the moment the map has loaded.
Attributes
- 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.
- KillTarget (killtarget) - When an entity is triggered, it will remove from the game the entity specified by this property.
- Global State to Read (globalstate) - The name of a global variable (set by an env_global). This variable sets the state of the trigger_auto.
- Trigger State (triggerstate) - Sets the type of trigger the trigger_auto sends
Flags
- Remove On fire (1) - If this is set, the trigger_auto will be removed from the game after firing.
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.
- A trigger_auto is activated again after loading a savegame. To prevent that, set the 'Remove On fire' flag.
Team Fortress Classic only
Attributes
- 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.
- KillTarget (killtarget) - When an entity is triggered, it will remove from the game the entity specified by this property.
- 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) - 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. Note: There are exceptions (check SmartEdit names).
- 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.
- 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)
- Global State to Read (globalstate)
- Trigger State (triggerstate)
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