I/O Triggering Reference

Modified

06-Jul-2023

Introduction


Triggering is essential to put some life and interactivity in map. Many entities can trigger it's target, but triggering from different entities might have different results, mostly because of the Use-type of trigger (also refered to as "Trigger State"). In most cases 'Toggle' use-type is used, but keep in mind that is not always a case and it may confuse mapper when something isn't working as expected. This guide will show you how exactly each entity handles different use-types in trigger signal it receives (input) as well as which use-types are used in outgoing trigger signals (output).

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_
OnToggle -> (!activator) Pick up (if possible)
Off -> nothing
Kill -> Destroy (remove ammo, it won't respawn)
Target -> nothing
Kill Target -> nothing
cycler OnToggle, 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 OnToggle, Off -> Spawn model (if no model already spawned)
Kill -> Destroy (spawned models are not removed)
<N/A>
env_blood OnToggle, Off -> Emit blood
Kill -> Destroy (spawned blood streams are not removed)
<N/A>
env_explosion OnToggle, Off -> Emit explosion
Kill -> Destroy (explosion effect is not removed)
<N/A>
env_fade OnToggle, 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 OnToggle, Off -> Emit funnel
Kill -> Destroy (funnel is not removed)
<N/A>
env_global OnToggle, 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 OnToggle, 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 OnToggle, Off -> Play sentence (overlap if mutli-triggered)
Kill -> Destroy (only emitter is removed, announce end itself)
Target -> OnSentenceStart (Same as Received)
env_shake OnToggle, Off -> Shake (override current shake)
Kill -> Destroy (only emitter is removed, shake is still active)
<N/A>
env_shooter OnToggle, Off -> Spawn models (not while spawning)
Kill -> Destroy (only emitter is removed, gibs still exist)
<N/A>
env_sound OnToggle, 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 OnToggle, 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 OnToggle, Off -> Spawn monster (if space available)
Kill -> Destroy (monster in queue won't spawn)
Target -> nothing
game_counter OnToggle -> 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 OnToggle, Off -> Set the counter to a new value
Kill -> Destroy
Target -> OnValueSet (Toggle)
Kill Target -> OnValueSet (Destroy)
game_end OnToggle, Off -> End the map
Kill -> Destroy
<N/A>
game_player_counter <N/A> Min Target -> OnHitMin (On)
Max Target -> OnHitMax (On)
game_player_equip OnToggle, Off -> Modify Inventory
Kill -> Destroy (only entity, not given items)
Target -> nothing
Kill Target -> OnEquipModify (Destroy)
game_player_hurt OnToggle, Off -> Apply damage
Kill -> Destroy
Target -> OnDamageDeal (Same as Received)
Kill Target -> OnDamageDeal (Destroy)
game_score OnToggle, Off -> Apply points
Kill -> Destroy
Target -> nothing
Kill Target -> nothing
game_slot_counter <N/A> Target -> <Not Tested>
Kill Target -> <Not Tested>
game_text OnToggle, 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 OnToggle, 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:
OnToggle -> (!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 OnToggle, Off -> Repelling
Kill -> Destroy
<N/A>
monster_satchel OnToggle, 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 OnToggle, 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 OnToggle, 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 OnToggle, Off -> StripWeapons
Kill -> Destroy
<N/A>
scripted_sentence OnToggle, Off -> SpeakSentence
Kill -> Destroy
Target -> OnArrive (Toggle)
scripted_sequence OnToggle, 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 OnToggle, 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 OnToggle -> Change classification
Off -> nothing
Kill -> Destroy
Target -> nothing (used for something else)
trigger_changemaxammo OnToggle, Off -> Modify ammo limits
Kill -> Destroy
<N/A>
trigger_changemodel OnToggle, Off -> Change model
Kill -> Destroy
Target -> nothing (used for something else)
trigger_changetarget OnToggle, Off -> Change target
Kill -> Destroy
Target -> nothing (used for something else)
Kill Target -> nothing
trigger_changevalue OnToggle, 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 OnToggle, Off -> Spawn entity
Kill -> Destroy (it won't kill spawned entities)
Target -> OnSpawnEntity (Toggle)
Kill Target ->  OnChildActivated (Kill)
trigger_cyclicobserver OnToggle, 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 OnToggle, Off -> Pick target/toggle timer (Timed mode only)
Kill -> Destroy
Target (picked 1-16) -> OnTrigger (Toggle)
trigger_relay OnToggle, Off -> Trigger target
Kill -> Destroy
Target -> OnTrigger (Trigger State Value)
Kill Target -> OnTrigger (Kill)
trigger_renameplayer OnToggle, Off -> (!activator) Rename 
Kill -> Destroy
<N/A>
trigger_respawn OnToggle, Off -> Respawn players
Kill -> Destroy
Target -> nothing (used for something else)
trigger_setcvar OnToggle -> Execute command
Off -> nothing
Kill -> Destroy
Target -> OnExecute (Toggle)
trigger_setorigin OnToggle -> 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 OnToggle, Off -> Call train to specified location
Kill -> Destroy (train still moves to demanded path)
Target -> nothing (used for something else)
trigger_vote OnToggle, Off -> Start Vote
Kill -> Destroy
Yes Target -> OnEndVote (On)
No Target -> OnEndVote (On)
No Vote Target -> OnEndVote (On)
all weapon_
OnToggle -> (!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 OnToggle, Off -> Break
Kill -> Destroy
Target -> OnBreak (Toggle)
Kill Target -> OnBreak (Kill)
func_button OnToggle, Off -> Press on/toggle
Kill
 -> Destroy
Target -> OnPressed (Toggle)
Kill Target -> OnPressed (Kill)
func_clip OnToggle -> Enable
Off -> Disable
Kill -> Destroy
<N/A>
func_conveyor OnToggle, 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 movinglike 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 OnToggle -> Start moving
Off -> nothing
Kill -> Destroy
Fire on damage -> OnAllDamageTake (Toggle)
func_healthcharger OnToggle, 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 OnToggle, 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 OnToggle, 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 OnToggle, Off -> Synchronized push***
Kill -> Destroy
Target -> OnBreak (Toggle)
Kill Target -> OnBreak (Kill)
func_recharge OnToggle, 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 OnToggle, 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:
  -NoOn and Off works like Toggle
  -Yes: like above, but On starts and Off only stops the rotating
<N/A>
func_tank OnToggle  -> Take control (not every '!caller' works)
Off -> nothing
Kill
 -> Destroy
Target -> OnFireWhenControlled (Toggle)
func_tankcontrols OnToggle  -> Take control (manually added targetname)
Off -> nothing
Kill
 -> Destroy (manually added targetname)
Target -> nothing (used for something else)
func_tanklaser OnToggle  -> Take control (not every '!caller' works)
Off -> nothing
Kill
 -> Destroy
Target -> OnFireWhenControlled (Toggle)
func_tankmortar OnToggle  -> Take control (not every '!caller' works)
Off -> nothing
Kill
 -> Destroy
Target -> OnFireWhenControlled (Toggle)
func_tankrocket OnToggle  -> 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 OnToggle, 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:
  -NoOn 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):
  -NoOn and Off works like Toggle
  -Yes: like above, but On only opens and Off only closes
  -Yes, even if currently movinglike 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):
  -NoOn and Off works like Toggle
  -Yes: like above, but On only opens and Off only closes
  -Yes, even if currently movinglike 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 OnToggle, Off -> Press once
Kill -> Destroy
Target -> Used for something else, however triggers target repeatedly on turning (Toggle)
player_respawn_zone OnToggle, 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 OnToggle, Off -> Play track
Kill -> Destroy (music still playing)
<N/A>
trigger_changelevel OnToggle, 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 OnToggle, 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


@ - prefix that marks entities that are reffering to this entity by this key/flag, but this entity is not reffering to them directly.
*Slave - the entities which have this multisource as a "master". The "slave" term is not common, and has been used for formal purposes.
** - on every time interval tick of entity, not the server frame.
*** - pushable have strange behavior when setting up entity which trigger it like button- trying to walk then use (while still walking) that button moves pushable.
**** - if func_wall have animated or toggleable textures, and gets triggered, animated texture changes into +A(Off) variant of this texture (if this variant exists).