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