trigger_relay

Modified

12-Jul-2023

Point entity which relays a triggering action, and overrides the activator entity with itself to the target entity when triggered. It allows you to choose a specific use-type to trigger the target with, and a delay time value for when to trigger the target. These features make it useful for controlling specifically how and when an entity is triggered.

Keyvalues


OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.

Name targetname : Set name of trigger_relay so other entities can trigger it so trigger_relay fire it's target. Every trigger use-type works uniformly. Can be kill-targeted.

Target target : Entity to trigger whenever trigger_relay is triggered. Trigger use-type is defined in "Trigger State" keyvalue.

Delay Before Trigger delay : Delay before trigger entity specified in "Target".

Kill Target killtarget : Entity to remove when trigger_relay is triggered.

Trigger State triggerstate : Set the use-type with which the trigger_relay will trigger its targets. This is set to 'Off' by default, make sure to change this if you want it to be anything else.

  • 0 : Off
  • 1 : On
  • 2 : Toggle

Delay Before Reset m_flDelayBeforeReset : Time, in seconds, the trigger_relay can fire it's target again after being triggered. Flag "Remove on fire" must be disabled for this to work.

Flags


  • 1 : Remove On fire : If set, trigger_relay will remove itself from the game after firing its targets, making it impossible to use it again.

  • 64 : Keep '!activator' : By default trigger_relay overrides activator with itself. With this flag selected trigger_relay will pass original activator to next entity in chain.

If you change a trigger_relay's target while its delay is counting down, the old target will be fired.

If you killtarget a trigger_relay while its delay is counting down, it will still fire. Trigger_relay passes itself on as the activator when triggered unless 'Keep !activator' flag is selected.