Entity name |
On Receive Inputs |
Sending Outputs |
aiscripted_sequence
|
On, Toggle, Off -> Play animation
Kill -> Destroy (but animation continues) |
Target -> OnAnimationEnd (Toggle) |
ambient_generic |
On -> Play sound- works only when there was any other input last time.
Toggle -> Play/stop sound
Off -> Stop sound
Kill -> Destroy (stop the sound if it's playing) |
<N/A> |
ambient_music |
On -> Play music
Toggle -> Play/stop music
Off -> Stop music
Kill -> Destroy (stop the music if it's playing)
|
<N/A> |
all ammo_
|
On, Toggle -> (!activator) Pick up (if possible)
Off -> nothing
Kill -> Destroy (remove ammo, it won't respawn) |
Target -> nothing
Kill Target -> nothing |
cycler |
On, Toggle, Off -> Cycle animation
Kill -> Destroy |
<N/A> |
cycler_wreckage |
On, Toggle, Off -> nothing
Kill -> Destroy (remove emitter and fog) |
<N/A> |
env_beam |
On -> Enable beam (may be delayed a bit)
Toggle -> Enable/disable beam (may be delayed a bit)
Off -> Disable beam (may be delayed a bit)
Kill -> Destroy |
<N/A> |
env_beverage |
On, Toggle, Off -> Spawn model (if no model already spawned)
Kill -> Destroy (spawned models are not removed) |
<N/A> |
env_blood |
On, Toggle, Off -> Emit blood
Kill -> Destroy (spawned blood streams are not removed) |
<N/A> |
env_explosion |
On, Toggle, Off -> Emit explosion
Kill -> Destroy (explosion effect is not removed) |
<N/A> |
env_fade |
On, Toggle, Off -> Start fade (override previous fading)
Kill -> Destroy (remove entity but leave the fade effect) |
<N/A> |
env_fog |
On -> Turn fog on
Toggle -> Turn fog on/off
Off -> Turn fog off
Kill -> Destroy (remove fog as well) |
<N/A> |
env_funnel |
On, Toggle, Off -> Emit funnel
Kill -> Destroy (funnel is not removed) |
<N/A> |
env_global |
On, Toggle, Off -> Set global variable
Kill -> Destroy (only entity is removed) |
Global State to Set -> OnTrigger (SetGlobalViariable) |
env_glow |
On, Toggle, Off -> nothing
Kill -> Destroy |
<N/A> |
env_laser |
On -> Enable beam
Toggle -> Enable/disable beam
Off -> Disable beam
Kill -> Destroy |
<N/A> |
env_render |
On, Toggle, Off -> Apply render mode to target
Kill -> Destroy (render mode is still applied) |
Target -> nothing (used for something else) |
env_render_individual |
On -> Apply render mode to target
Toggle -> Apply render mode to target
Off -> Revert render mode changes
Kill -> Destroy (revert render mode changes if active) |
Target -> nothing (used for something else) |
env_sentence |
On, Toggle, Off -> Play sentence (overlap if mutli-triggered)
Kill -> Destroy (only emitter is removed, announce end itself) |
Target -> OnSentenceStart (Same as Received) |
env_shake |
On, Toggle, Off -> Shake (override current shake)
Kill -> Destroy (only emitter is removed, shake is still active) |
<N/A> |
env_shooter |
On, Toggle, Off -> Spawn models (not while spawning)
Kill -> Destroy (only emitter is removed, gibs still exist) |
<N/A> |
env_sound |
On, Toggle, Off -> Search inside radius to apply sound effects (only when use only and radius are specified)
Kill -> Destroy (only emitter is removed, effect still remain) |
<N/A> |
env_spark |
On, Toggle, Off -> Toggle/Turn on sparks
Kill -> Destroy |
<N/A> |
env_sprite |
On -> Turn sprite on
Toggle -> Turn sprite on/off
Off -> Turn sprite off
Kill -> Destroy |
<N/A> |
env_spritetrain |
On -> Start train moving
Toggle -> Start/stop train moving
Off -> Stop train moving
Kill -> Destroy (train gets destroyed, but sprite remains) |
<N/A> |
env_xenmaker |
On, Toggle, Off -> Spawn monster (if space available)
Kill -> Destroy (monster in queue won't spawn) |
Target -> nothing |
game_counter |
On, Toggle -> Increase counter by 1
Off -> Decrease counter by 1
Kill -> Destroy (entity and data) |
Target -> OnHitMax/OnOverMax (Toggle)
Kill Target -> OnHitMax/OnOverMax (Destroy) |
game_counter_set |
On, Toggle, Off -> Set the counter to a new value
Kill -> Destroy |
Target -> OnValueSet (Toggle)
Kill Target -> OnValueSet (Destroy) |
game_end |
On, Toggle, Off -> End the map
Kill -> Destroy |
<N/A> |
game_player_counter |
<N/A> |
Min Target -> OnHitMin (On)
Max Target -> OnHitMax (On) |
game_player_equip |
On, Toggle, Off -> Modify Inventory
Kill -> Destroy (only entity, not given items) |
Target -> nothing
Kill Target -> OnEquipModify (Destroy) |
game_player_hurt |
On, Toggle, Off -> Apply damage
Kill -> Destroy |
Target -> OnDamageDeal (Same as Received)
Kill Target -> OnDamageDeal (Destroy) |
game_score |
On, Toggle, Off -> Apply points
Kill -> Destroy |
Target -> nothing
Kill Target -> nothing |
game_slot_counter |
<N/A> |
Target -> <Not Tested>
Kill Target -> <Not Tested> |
game_text |
On, Toggle, Off -> Show text (override previous text on the same channel)
Kill -> Destroy (remove entity but leave the text effect) |
Target -> OnDisplayText (Toggle)
Kill Target -> OnDisplayText (Destroy) |
gibshooter |
On, Toggle, Off -> Spawn gibs (not while spawning)
Kill -> Destroy (only emitter is removed, gibs still exist) |
<N/A> |
info_bigmomma |
On, Toggle, Off -> nothing
Kill -> Destroy node |
Fire on Approach -> OnReachNode (Toggle) |
info_null |
On, Toggle, Off -> nothing
Kill -> Destroy node |
<N/A> |
info_player_deathmatch |
On -> Enable spawnpoint
Toggle -> Enable/Disable spawnpoint
Off -> Disable spawnpoint
Kill -> Destroy (players can't spawn here anymore) |
Target -> OnSpawned (Trigger State Value)
<only if Trigger on Spawn selected> |
info_target |
On, Toggle, Off -> nothing
Kill -> Destroy, may cause crash (entities targetting it won't lose this point as a target) |
<N/A> |
info_teleport_destination |
On, Toggle, Off -> nothing
Kill -> Destroy destination |
Target -> OnSpawned (Toggle)
<only if Trigger on Arrival selected> |
all items_
except following: |
On, Toggle -> (!activator) Pick up (if possible)
Off -> nothing
Kill -> Destroy (remove item, it won't respawn) |
Target -> OnPickedUp (Toggle)
Kill Target -> nothing |
item_airtank |
On, Toggle, Off -> nothing
Kill -> Destroy item |
Target -> OnTouched (Toggle)
OnAirEnd (Toggle)
Kill Target -> OnTouched (Destroy) |
item_generic |
On, Toggle, Off, Kill -> nothing |
<N/A> |
item_inventory |
On -> (!activator) Pick up (if possible)
Toggle -> Pick up/drop item
Off -> Force Drop Item
Kill -> Destroy (remove from inventory if equipped) |
All Target -> Different Target Fields (Toggle) |
light |
On -> Turn light on
Toggle -> Toggle light
Off -> Turn light off
Kill -> Destroy (lightstyle won't be turned off) |
Target -> nothing, makes light untoggleable |
light_environment |
On -> Turn light on (-noskyfix required)
Toggle -> Toggle light (-noskyfix required)
Off -> Turn light off (-noskyfix required)
Kill -> Destroy (lightstyle won't be turned off) |
<N/A> |
light_spot |
On -> Turn light on
Toggle -> Toggle light
Off -> Turn light off
Kill -> Destroy (lightstyle won't be turned off) |
Target -> nothing (used for something else) |
all monsters_
except following: |
On -> Enable monster (only with Start Inactive flag)
Toggle -> Disable/Enable monster (only with Start Inactive flag)
Off -> Disable monster (only with Start Inactive flag)
Kill -> Destroy |
Target -> nothing (used for something else)
Trigger Condition Target ->
Depends on Trigger Condition setting (Toggle) |
all _repelling monsters |
On, Toggle, Off -> Repelling
Kill -> Destroy |
<N/A> |
monster_satchel |
On, Toggle, Off -> Detonate
Kill -> Destroy (it won't explode, laser stays- it's a bug) |
<N/A> |
monstermaker |
On -> Turn spawner on/single spawn (Cyclic mode only)
Toggle -> Toggle spawner/single spawn (Cyclic mode only)
Off -> Turn spawner off/single spawn (Cyclic mode only)
Kill -> Destroy (it won't kill spawned entities) |
Target -> OnSpawnMonster (Toggle) |
multi_manager |
On, Toggle, Off -> Run
Kill -> Destroy (also terminate all running actions) |
Value -> OnTrigger (Toggle)
Value with '#0' ending-> OnTrigger (Off)
Value with '#1' ending -> OnTrigger (On)
Value with '#2' ending -> OnTrigger (Kill) |
multisource |
All On, Toggle, Off but only "target" inputs -> Trigger/Unlock
Kill -> Destroy (don't use it on multisource)
Reset (func_button only) -> Lock |
Target -> OnEveryInputReceived (Toggle)
@Slave* -> OnEveryInputReceived (Unlock)
@Slave* -> OnAnyInputMissing (Lock) |
op4mortar |
On-> Shot the mortar
Toggle, Off -> nothing
Kill -> Destroy |
<N/A> |
path_corner |
On, Toggle, Off -> nothing
Kill -> Destroy (object stops if heading this path_corner) |
Fire On Arrive -> OnArrive (Toggle)
@Wait For Retrigger -> OnArrive (Toggle) |
path_track |
On -> Enable path (revert Branch Path if already opened)
Toggle -> Enable/Disable path (use/revert Branch Path)
Off -> Disable path (use Branch Path if specified)
Kill -> Destroy (train behave like it was moved to map center) |
Fire On Pass -> OnPassThrough (Toggle)
Fire On Dead End -> OnDeadEnd (Toggle) |
player_weaponstrip |
On, Toggle, Off -> StripWeapons
Kill -> Destroy |
<N/A> |
scripted_sentence |
On, Toggle, Off -> SpeakSentence
Kill -> Destroy |
Target -> OnArrive (Toggle) |
scripted_sequence |
On, Toggle, Off -> Start action animation (also toggle idle)
Kill -> Destroy (also stop idle/action animation) |
Target -> OnEndAnimation (Toggle)
Kill Target -> OnEndAnimation (Kill) |
speaker |
On -> Enable announcer
Toggle -> Disable/Enable announcer
Off -> Disable announcer
Kill -> Destroy (sound already played won't be removed) |
<N/A> |
squadmaker |
On -> Turn spawner on/single spawn (Cyclic mode only)
Toggle -> Toggle spawner/single spawn (Cyclic mode only)
Off -> Turn spawner off/single spawn (Cyclic mode only)
Kill -> Destroy (it won't kill spawned entities) |
Target -> OnSpawnMonster (Toggle)
Trigger Condition Target ->
Depends on Trigger Condition setting (Toggle) |
target_cdaudio |
On, Toggle, Off -> Play track
Kill -> Destroy (music still playing) |
<N/A> |
trigger_auto |
<N/A> |
Target -> OnMapStart (Trigger State Value)
Kill Target -> OnMapStart (Kill) |
trigger_camera |
On -> Turn camera on
Toggle -> Turn camera on/off
Off -> Turn camera off
Kill -> Destroy (camera view still remains and never expires) |
Target -> OnCameraFinished (Toggle),
used also for targeting view.
Kill Target -> OnCameraFinished (Kill) |
trigger_change_class |
On, Toggle -> Change classification
Off -> nothing
Kill -> Destroy |
Target -> nothing (used for something else) |
trigger_changemaxammo |
On, Toggle, Off -> Modify ammo limits
Kill -> Destroy |
<N/A> |
trigger_changemodel |
On, Toggle, Off -> Change model
Kill -> Destroy |
Target -> nothing (used for something else) |
trigger_changetarget |
On, Toggle, Off -> Change target
Kill -> Destroy |
Target -> nothing (used for something else)
Kill Target -> nothing |
trigger_changevalue |
On, Toggle, Off -> Change value
Kill -> Destroy |
Trigger after action -> OnTrigger (Toggle) |
trigger_condition |
On -> Compare once/turn constant comparator on
Toggle -> Compare once/turn constant comparator on/off
Off -> Turn constant comparator off
Kill -> Destroy |
Target for 'true'-case -> OnTrue (Toggle)/
-> OnEveryTickIsTrue** (Toggle)
Target for 'false'-case -> OnFalse (Toggle)/
-> OnEveryTickIsFalse** (Toggle) |
trigger_copyvalue |
On -> Copy once/turn constant copier on
Toggle -> Copy once/turn constant copier on/off
Off -> Copy once/turn constant copier off
Kill -> Destroy |
Trigger after action -> OnTrigger (Toggle)/
-> OnEveryTick** (Toggle) |
trigger_createentity |
On, Toggle, Off -> Spawn entity
Kill -> Destroy (it won't kill spawned entities) |
Target -> OnSpawnEntity (Toggle)
Kill Target -> OnChildActivated (Kill) |
trigger_cyclicobserver |
On, Toggle, Off -> Apply settings
Kill -> Destroy |
Target -> OnEntityTriggered (Toggle) |
trigger_entity_iterator |
On -> Reset/Start iterating
Toggle -> Start/Stop iterating
Off -> Stop iterating
Kill -> Destroy |
Entity's Trigger Target -> ForceTrigger- BySpecifiedCaller (Trigger State Value)
Trigger at end of each Run -> OnIterationFinished (Toggle) |
trigger_hurt_remote |
On -> Hurt once/turn Constant mode on
Toggle -> Hurt once/toggle Constant mode
Off -> Turn Constant mode off
Kill -> Destroy |
Target -> nothing (used for something else) |
trigger_numericdisplay |
On -> Trigger once (Cyclic mode only)/turn on
Toggle -> Trigger once (Cyclic mode only)/toggle
Off -> Trigger once (Cyclic mode only)/turn off
Kill -> Destroy counter (last registered numbers stay displayed) |
<N/A> |
trigger_random |
On, Toggle, Off -> Pick target/toggle timer (Timed mode only)
Kill -> Destroy |
Target (picked 1-16) -> OnTrigger (Toggle) |
trigger_relay |
On, Toggle, Off -> Trigger target
Kill -> Destroy |
Target -> OnTrigger (Trigger State Value)
Kill Target -> OnTrigger (Kill) |
trigger_renameplayer |
On, Toggle, Off -> (!activator) Rename
Kill -> Destroy |
<N/A> |
trigger_respawn |
On, Toggle, Off -> Respawn players
Kill -> Destroy |
Target -> nothing (used for something else) |
trigger_setcvar |
On, Toggle -> Execute command
Off -> nothing
Kill -> Destroy |
Target -> OnExecute (Toggle) |
trigger_setorigin |
On, Toggle -> Set origin/turn constant origin set on
Off -> Turn constant origin set off
Kill -> Destroy (constantly positioned entities are dropped) |
Target -> nothing (used for something else) |
trigger_track_goal |
On, Toggle, Off -> Call train to specified location
Kill -> Destroy (train still moves to demanded path) |
Target -> nothing (used for something else) |
trigger_vote |
On, Toggle, Off -> Start Vote
Kill -> Destroy |
Yes Target -> OnEndVote (On)
No Target -> OnEndVote (On)
No Vote Target -> OnEndVote (On) |
all weapon_
|
On, Toggle -> (!activator) Pick up (if possible)
Off -> nothing
Kill -> Destroy (remove item, it won't respawn) |
Target -> OnPickedUp (Toggle)
Kill Target -> OnPickedUp (Kill) |
weaponbox |
On, Toggle, Off -> nothing
Kill -> Destroy item |
<N/A> |
all xen_ |
On, Toggle, Off -> nothing
Kill -> Destroy |
Target -> nothing (used for something else) |
button_target |
On -> Press on (manually added targetname)
Toggle -> Toggle (manually added targetname)
Off -> Press off (manually added targetname)
Kill -> Destroy (manually added targetname) |
Target -> OnDamagedPressed (On/Off Switch)
(On, then Off, then On, then Off e.t.c.
reserved when Start On selected) |
env_bubbles |
On -> Turn on/reset
Toggle -> Toggle
Off -> Turn off
Kill -> Destroy |
<N/A> |
func_breakable |
On, Toggle, Off -> Break
Kill -> Destroy |
Target -> OnBreak (Toggle)
Kill Target -> OnBreak (Kill) |
func_button |
On, Toggle, Off -> Press on/toggle
Kill -> Destroy |
Target -> OnPressed (Toggle)
Kill Target -> OnPressed (Kill) |
func_clip |
On, Toggle -> Enable
Off -> Disable
Kill -> Destroy |
<N/A> |
func_conveyor |
On, Toggle, Off -> Revert conveyor
Kill -> Destroy |
<N/A> |
func_door
func_door_rotating |
On -> Open if Closed/Open* (with Toggle flag selected)
Toggle -> Open if Closed/Toggle if not moving (Toggle flag)
Off -> nothing/Close* (with Toggle flag selected)
Kill -> Destroy
*depends on Obey Trigger Mode keyvalue (Toggle enabled):
-No: On and Off works like Toggle
-Yes: like above, but On only opens and Off only closes
-Yes, even if currently moving: like above, force close/open |
Target -> OnFullyOpen/Closed (Toggle)
Kill Target -> OnOpen (Kill) **Fire On Open -> OnFullyOpen (Toggle) **Fire On Close -> OnClosed (Toggle) Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*)
Fire On Break -> OnBreak (Toggle)
*Where TS is corresponding Trigger State keyvalue **Obsolete |
func_friction |
On, Toggle, Off -> nothing
Kill -> Destroy (manually added targetname) |
<N/A> |
func_guntarget |
On, Toggle -> Start moving
Off -> nothing
Kill -> Destroy |
Fire on damage -> OnAllDamageTake (Toggle) |
func_healthcharger |
On, Toggle, Off -> Heal by one (manually added targetname)
Kill -> Destroy (manually added targetname) |
Trigger On Empty -> OnEmpty (Toggle)
Trigger On Recharged -> OnRecharged (Toggle) |
func_illusionary |
On, Toggle, Off -> nothing
Kill -> Destroy |
<N/A> |
func_ladder |
On -> Enable climb
Toggle -> Toggle climb
Off -> Disable climb
Kill -> Destroy |
<N/A> |
func_mirror |
On -> Enable mirror
Toggle -> Toggle mirror
Off -> Disable mirror
Kill -> Destroy
|
Target -> nothing
|
func_monitor |
On -> Enable monitor
Toggle -> Toggle monitor (brush still renders when turned off)
Off -> Disable monitor (brush still renders)
Kill -> Destroy (brush is removed completely)
|
Target -> nothing (used for something else)
|
func_monsterclip |
On -> Enable clip
Toggle -> Toggle clip
Off -> Disable clip
Kill -> Destroy |
<N/A> |
func_mortar_field |
On, Toggle, Off -> Call mortar strike
Kill -> Destroy |
<N/A> |
func_op4mortarcontroller |
On, Toggle, Off -> nothing
Kill -> Destroy (manually added targetname) |
Target -> nothing (used for something else) |
func_pendulum |
On, Toggle, Off -> Toggle swing
Kill -> Destroy |
<N/A> |
func_plat |
On -> Enable/Move forward (with Toggle flag selected)
Toggle -> Enable/Move (with Toggle flag selected)
Off -> Enable/Move backward (with Toggle flag selected)
Kill -> Destroy |
<N/A> Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*) *Where TS is corresponding Trigger State keyvalue |
func_platrot |
On -> Enable/Move forward (with Toggle flag selected)
Toggle -> Enable/Move (with Toggle flag selected)
Off -> Enable/Move backward (with Toggle flag selected)
Kill -> Destroy |
<N/A> Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*) *Where TS is corresponding Trigger State keyvalue |
func_portal |
On -> Enable portal
Toggle -> Toggle portal
Off -> Disable portal
Kill -> Destroy
|
Target -> nothing (used for something else) |
func_pushable |
On, Toggle, Off -> Synchronized push***
Kill -> Destroy |
Target -> OnBreak (Toggle)
Kill Target -> OnBreak (Kill) |
func_recharge |
On, Toggle, Off -> Charge by one (manually added targetname)
Kill -> Destroy (manually added targetname) |
Trigger On Empty -> OnEmpty (Toggle)
Trigger On Recharged -> OnRecharged (Toggle) |
func_rot_button |
On, Toggle, Off -> Press on/toggle
Kill -> Destroy |
Target -> OnPressed (Toggle)
Kill Target -> OnPressed (Kill) |
func_rotating |
On -> Start moving*
Toggle -> Start/Stop moving
Off -> Stop moving*
Kill -> Destroy
*depends on Obey Trigger Mode keyvalue:
-No: On and Off works like Toggle
-Yes: like above, but On starts and Off only stops the rotating |
<N/A> |
func_tank |
On, Toggle -> Take control (not every '!caller' works)
Off -> nothing
Kill -> Destroy |
Target -> OnFireWhenControlled (Toggle) |
func_tankcontrols |
On, Toggle -> Take control (manually added targetname)
Off -> nothing
Kill -> Destroy (manually added targetname) |
Target -> nothing (used for something else) |
func_tanklaser |
On, Toggle -> Take control (not every '!caller' works)
Off -> nothing
Kill -> Destroy |
Target -> OnFireWhenControlled (Toggle) |
func_tankmortar |
On, Toggle -> Take control (not every '!caller' works)
Off -> nothing
Kill -> Destroy |
Target -> OnFireWhenControlled (Toggle) |
func_tankrocket |
On, Toggle -> Take control (not every '!caller' works)
Off -> nothing
Kill -> Destroy |
Target -> OnFireWhenControlled (Toggle) |
func_trackautochange |
On -> Stop train movement (one path after track travel)
Toggle -> Toggle train movement (one path after track travel)
Off -> Start train movement (one path after track travel)
Kill -> Destroy platform (train won't travel further)
Triggering platform won't move platform itself, also strange behavior may occur when triggering func_trackautochange. |
**Fire On Open -> OnFullyOpen (Toggle) **Fire On Close -> OnClosed (Toggle) Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*)
*Where TS is corresponding Trigger State keyvalue **Obsolete |
func_trackchange |
On, Toggle, Off -> Move platform up/down
Kill -> Destroy
If tracktrain is on platform it will travel with it as well. |
**Fire On Open -> OnFullyOpen (Toggle) **Fire On Close -> OnClosed (Toggle) Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*)
*Where TS is corresponding Trigger State keyvalue **Obsolete |
func_tracktrain |
On -> Start moving
Toggle -> Start/Stop moving
Off -> Stop moving
Kill -> Destroy |
<N/A> |
func_train |
On -> Start moving*
Toggle -> Start/Stop moving
Off -> Stop moving*
Kill -> Destroy
*depends on Obey Trigger Mode keyvalue:
-No: On and Off works like Toggle
-Yes: like above, but On starts and Off only stops the train |
<N/A> |
func_traincontrols |
<N/A> |
Target -> nothing (used for something else) |
func_wall |
On -> Turn Animated texture off (+'NUM' to +A state)****
Toggle -> Start/Stop moving (toggle +'NUM'/+A state)****
Off -> Turn Animated texture on (+A to +'NUM' state)****
Kill -> Destroy |
<N/A> |
func_wall_toggle |
On -> Turn on
Toggle -> Toggle
Off -> Turn off
Kill -> Destroy |
<N/A> |
func_water |
On -> Open if Closed/Open* (with Toggle flag selected)
Toggle -> Open if Closed/Toggle if not moving (Toggle flag)
Off -> nothing/Close* (with Toggle flag selected)
Kill -> Destroy
*depends on Obey Trigger Mode keyvalue (Toggle enabled):
-No: On and Off works like Toggle
-Yes: like above, but On only opens and Off only closes
-Yes, even if currently moving: like above, force close/open |
Target -> OnFullyOpen/Closed (Toggle)
Kill Target -> OnOpen (Kill) **Fire On Open -> OnFullyOpen (Toggle) **Fire On Close -> OnClosed (Toggle) Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*)
Fire On Break -> OnBreak (Toggle)
*Where TS is corresponding Trigger State keyvalue **Obsolete |
game_zone_player |
On -> Check players presence and trigger the targets
Toggle -> Check players presence and trigger the targets
Off -> Check players presence and trigger the targets
Kill -> Destroy
Entity passes those input to targets, sets players to '!activator' |
Target for IN players ->
OnTriggerPlayersInside (Same as Received)
Target for OUT players ->
OnTriggerPlayersOutside (Same as Received) |
momentary_door |
On -> Open if Closed/Open* (with Toggle flag selected)
Toggle -> Open if Closed/Toggle if not moving (Toggle flag)
Off -> nothing/Close* (with Toggle flag selected)
Kill -> Destroy
*depends on Obey Trigger Mode keyvalue (Toggle enabled):
-No: On and Off works like Toggle
-Yes: like above, but On only opens and Off only closes
-Yes, even if currently moving: like above, force close/open |
Target -> OnFullyOpen/Closed (Toggle)
Kill Target -> OnOpen (Kill)
**Fire On Open -> OnFullyOpen (Toggle)
**Fire On Close -> OnClosed (Toggle) Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*)
Fire On Break -> OnBreak (Toggle)
*Where TS is corresponding Trigger State keyvalue **Obsolete |
momentary_rot_button |
On, Toggle, Off -> Press once
Kill -> Destroy |
Target -> Used for something else, however triggers target repeatedly on turning (Toggle) |
player_respawn_zone |
On, Toggle, Off -> Respawn
Kill -> Destroy |
<N/A> |
trigger_cameratarget |
On -> Turn clickability on
Toggle -> Toggle clickability
Off -> Turn clickability off
Kill -> Destroy |
Click Target (left/right/third) ->
Depends on Click Action setting |
trigger_cdaudio |
On, Toggle, Off -> Play track
Kill -> Destroy (music still playing) |
<N/A> |
trigger_changelevel |
On, Toggle, Off -> Change level
Kill -> Destroy |
<N/A> |
trigger_gravity |
On, Toggle, Off -> nothing
Kill -> Destroy (changed gravity won't be reset) |
Target -> nothing
Kill Target -> nothing |
trigger_hurt |
On, Toggle, Off -> Toggle trigger
Kill -> Destroy |
Target -> OnDealDamage (Toggle)
Kill Target (not listed) -> OnDealDamage (Kill) |
trigger_monsterjump |
<N/A> |
<N/A> |
trigger_multiple |
On, Toggle, Off -> nothing
Kill -> Destroy |
Target -> OnTouch/OnEnter/OnExit (Toggle)
Kill Target -> OnTouch (Kill) |
trigger_once |
On, Toggle, Off -> nothing
Kill -> Destroy |
Target -> OnTouch/OnEnter/OnExit (Toggle)
Kill Target -> OnTouch (Kill) |
trigger_push |
On, Toggle, Off -> nothing
Kill -> Destroy |
Target -> nothing
Kill Target -> nothing |
trigger_teleport |
On -> Turn teleport on
Toggle -> Toggle teleport
Off -> Turn teleport off
Kill -> Destroy |
Target -> nothing (used for something else)
Kill Target -> nothing |