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TRIGGERS
See also: Trigger entities - Scripting -
Updated May 15, 2002 - 8:42 AM

Triggers

An entity (A) acts as a trigger when it activates a target entity (B).

Various entities can act as triggers. Usage and behavior vary from entity to entity. Triggers activate their targets at different times for different reasons. Using them correctly is a fine art.

In general: Set the Target property for trigger entity (A) to the name of target entity (B),

Some entities, lacking the Target property, cannot serve as triggers. Other entities have no Name property, and cannot be triggered.

In principle, any entity with a Target property (A) can trigger any other entity (B) which has the Name property.

In practice, not all entities trigger each other, or do so correctly. The Light entity, for instance, has the Target property but does not function as a trigger. And ladders don't have the Name property.

Some entities require Targets in order to fulfill their functions — other entities can treat the Target property as optional.

Here are some of the most important trigger entities -

  • Walk-through triggers
  • Timed sequence triggers
  • Monster triggers
    • specify both TriggerTarget (what gets targetted) and TriggerCondition (which of various possible monster conditions, e.g. 50% Damage, Death, etc. activates the trigger).
    • See Monster entity page
  • Triggering several entities from one trigger
    • Trigger_Relay - also allows you to specify trigger mode: On, Off, Toggle
  • Item and Weapon Triggers
    • Item, Weapon, and Ammo entities activate their Target when player picks up the item
    • See Item and Weapon entity pages

KillTarget

If entity "A" specifies KillTarget "B", then when "A" completes its action, "B" instantly disappears from the game.

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