THE HANDY VANDAL'S ALMANAC
Game Design Resources for Half-Life
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Almanac 2 : Xen Rebels

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--- Entity Categories ---

Func - Trigger - Env - Info - Misc - Item - Monster - Weapons - Xen - Game
Trigger_Auto
Trigger_AutoSave
 
Trigger_Camera
See also: Making Movies -
Trigger_CDAudio

Trigger_ChangeLevel

Trigger_ChangeTarget
  • ChangeTarget assigns a new Target value to another entity.
  • Example:
    • Trigger_Multiple initially targets Multi_Manager named "A"
    • Trigger_Multiple fires, "A" activated
    • ChangeTarget fires, target = Trigger_Multiple, assigns new target "B" (another Multi_Manager)
    • Trigger_Multiple fires again, "B" activated
  • Allows multiple outcomes for single entity
  • Programming
Trigger_Counter - RENAMED!
NOW KNOWN AS
GAME_COUNTER
  • See game_counter
  • An incrementing counter -- keep track of how many times some event has happened

Trigger_EndSection

  • End of game section
Trigger_Gravity
  • Assigns the player's gravity
  • Affects the player, not the space
  • Must enter another, different Trigger_Gravity to assign a new gravity
  • Negative value causes upwards motion
    • Player must jump or step up to initiate the effect
Trigger_Hurt
  • Pain field
  • Specify type of pain (oh, so many ways to suffer ...)
Trigger_MonsterJump
  • Causes monsters to jump, upon touching the trigger
  • Monster makes one short hop, in the direction specified by the angle property
  • Entity has speed, jump height, and master properties -- but my testing reveals that these properties have no effect in the game

  • Trigger_Push is another way to make monsters "jump"

  • See also Topics: Programming
Trigger_Multiple
  • Triggers some entity when player (and optionally monsters) touch the field
  • Repeatable, with optional delay time.
  • See also Trigger_Once
  • See also Programming
Trigger_Once
  • Triggers some entity when player (and optionally monsters) touch the field
  • One time only
  • See also Trigger_Multiple
  • See also Programming
Trigger_Push
  • Pushes player (and monsters, and objects) in specified direction
  • See also Func_Conveyor
Trigger_Relay
  • Control entity -- see also Programming

  • Here's how to use it --
    • Create several trigger_relays
    • Give them the same Name but different Targets
    • Activate Name by calling it from some entity.
    • All Relay entities by that Name fire their various Targets
  • Features include delay time, on/off/toggle
  • Similar to (but subtly different from) Multi_Manager
Trigger_Teleport
Trigger_Transition
 
Half-Life: TRIGGER ENTITIES
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"Handy Vandal" and "Handy Vandal's Almanac" copyright 2008 by Karl Gregory Jones
Almanac: Half-Life : Half-Life 2
Xen Rebels
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