Target this with a trigger_once, trigger_multiple or misc_magic_portal to change from one level to another. | ||
Keys: | ||
Map: | The map to load next. If you are going to a map with multiple single start spots, the syntax to follow is, newmap$currentmap. The start spots in the new map should have a targetname of the current map. If a targetname is not given to the start spots, the changelevel will dump you at a random one. |
Used in conjunction with crosslevel_trigger. You can have a trigger in one level effect something in another level with these two entities. Set a combination of flags so that the trigger and target match. | ||
Flags: | ||
Trigger1-8: | Set up flags that match between the trigger and target. | |
Keys: | ||
Delay: | Amount of time before targeted triggers goes off. | |
Target: | The target can target other entities. | |
Killtarget: | Kills entities that are targeted off this one. |
Used in conjunction with crosslevel_target, this triggers an event that happens in a different level. The event doesn’t actually take place until you load the new level. It can trigger multiple targets, as long as they have matching flags. | ||
Flags: | ||
Trigger1-8: | Set the flags to match the corresponding target. | |
Keys: | ||
Message: | Display a text line. | |
Delay: | Amount of time before target fires after level loads. | |
Target: | Can target other entities besides crosslevel_target | |
Killtarget: | Can kill other entities. | |
Target_earthquake: | Makes an earthquake type event when triggered. All players and monsters are effected. | |
Keys: | ||
Speed: | The severity of the earthquake. Default is 200. | |
Count: | Length of time the quake lasts. Default is 5 seconds. |
An entity that allows a light to change levels over a length of time. Must be triggered. | ||
Flags: | ||
Toggle: | Can work in forward and reverse when triggered. | |
Keys: | ||
Speed: | The amount of time it takes to change levels. | |
Message: | Two letters indicating the starting level and ending level. No space should be in-between the letters. The letters go from a, the brightest, to z, the darkest. |
Creates a particle splash effect when used. | ||
Keys: | ||
Sounds: | 1) sparks | |
0) blue water 1) brown water 2) slime 3) lava 4) blood | ||
Count: | How many pixels in the splash | |
Dmg: | The splash does a radius damage. Useful for lava. |
Activates objects that are targeted by it. Used mostly for having other triggers inactive until triggered. | ||
Flags: | ||
Monster: | A monster can trigger this. | |
Not_player: | The player cannot trigger this. | |
Triggered: | Cannot be touched, must be triggered. | |
Any: | Any entity can trigger this. | |
Keys: | ||
Delay: | Waits some time before firing after activation. | |
Wait: | The amount of time between triggerings. Default is .2. | |
Message: | Displays a text string. |
This trigger always fires. It starts when the level starts. |
Much like a relay, but it counts down every time it is fired. When it gets to 0 it triggers its targets and removes itself. | ||
Flags: | ||
Nomessage: | If this flag is not set, the trigger will print, one more to go, etc. when fired. | |
Keys: | ||
Count: | Amount of time the counter will fire before removing itself. Default is 2. |
Does damage to an entity when it touches this trigger. | ||
Flags: | ||
Start_Off: | Must be triggered to work. | |
Toggle: | Can be turned on and off. | |
Silent: | Will not play a sound when triggered. | |
No_Protection: | Nothing will stop the entity from taking damage. | |
Slow: | Does one point of damage per second. | |
Keys: | ||
Dmg: | The amount of damage per second. Default is 5. |
This will deactivate other triggers. Useful if you want to have a conditional trigger. | ||
Flags: | ||
Monster: | A monster can trigger this. | |
Not_player: | The player cannot trigger this. | |
Triggered: | Cannot be touched, must be triggered. | |
Any : | Any entity can trigger this. | |
Keys: | ||
Delay: | Waits some time before firing after activation. | |
Wait: | The amount of time between triggerings. Default is .2. | |
Message: | Displays a text string. |
Makes an effect when style is set. | ||
Keys: | ||
Style: | 0) no effect | |
: | 1) teleport effect | |
: |
An entity that is never visible in the world, use this in conjunction with func_train, path corners, and a button or trigger to make an elevator type system. We left this entity in, but it is not used in Heretic II. |
Used to end the game and go to the outro.smk file. |
Changes the console variable r_farclipdist. If the current value is default, it sets it to the trigger’s key value. If set to the trigger’s key value, it sets it back to default. Do not have teleport points, or start spots of any kind inside or inbetween this trigger. | ||
Keys: | ||
Scale: | Amount to set distance to. Default is 4096. | |
: |
Changes the density of fog as you progress through a level. Doesn’t work in software. | ||
Keys: | ||
Target: | A number between .01 and .0001 that changes the density. | |
Color: | RGB values (0 0 0). Range is 0.0 to 1.0Not implemented, as it won’t work on Voodoo1 or software.. |
A monster that touches this trigger or is targeted by it will go to a buoy named. | ||
Flags: | ||
Touch: | Allows the monster to touch it. | |
IgnoreEnemy: | Will totally ignore player to get to its buoy. | |
TeleportSafe: | Will teleport monster to the buoy if the player can’t see the monster, and the buoy is clear. | |
TeleportUnsafe: | Will teleport monster to the buoy, but doesn’t care if the player can see. Used for assassin, since it teleports anyways. | |
Fixed: | Monster will become fixed when it gets to the target buoy. | |
Stand: | Monster will forget enemies when it gets to buoy and return to idle state. | |
Wander: | Monster will wander around when it gets to the target buoy. | |
Keys: | ||
Pathtarget: | Targetname of buoy the monster should go to. | |
Delay: | Waits some time before firing after activation. | |
Wait: | The amount of time between triggerings. |
Was supposed to change the gravity of a level when this is triggered, but actually just seems to keep the map from loading (not used in Raven maps). You can however use the gravity key of the worldspawn entity to set gravity for the level (but it can't be changed in-play). | ||
Keys: | ||
Gravity: | Change gravity value for a level. Default is 1.0. |
Makes a Lighting Bolt | ||
Flags: | ||
Monster: | Only a monster can trigger it. | |
Not_player: | Can’t be triggered by the player. | |
Triggered: | Starts deactivated | |
Any: | Anything can trigger it. | |
Keys: | ||
Origin: | Starting point of lightning. Doesn’t have to be within trigger. | |
Target: | End point entity. Target an info_notnull. | |
Delay: | Duration of lightning. Default is 0. | |
Materialtype: | 0 = blue. 1 = red. | |
Style: | Width of bolt. Red Rain is 6 which is the default. | |
Wait: | The amount of time between triggerings. Default is 10. |
Used for single player to update the map in the Tome. | ||
Keys: | ||
Count: | Amount of level completed. |
Gives an objective to the player in the objectives part of the menu. | ||
Keys: | ||
Message: | Number of line from levelmsg.txt |
Takes an objective from the menu. Only two objectives can be active at a time, so you can either take the first or second one. | ||
Flags: | ||
Take1: | Take the first objective. | |
Take2: | Take the second objective. |
A monster that walks into this trigger will jump in the direction of the angle. | ||
Keys: | ||
Angle: | The direction the monster will jump when he hits the trigger. | |
Speed: | The speed the monster is thrown forward at. Default is 200. | |
Height: | The height the monster is thrown up. Default is 200. |
A workhorse of scripting. Can be made to any size. Works only if it targets something. | ||
Flags: | ||
Monster: | A monster can trigger this. | |
Not_player: | The player cannot trigger this. | |
Triggered: | Cannot be touched, must be triggered. | |
Any: | Any entity can trigger this. | |
Keys: | ||
Delay : | Waits some time before firing after activation. | |
Wait: | The amount of time between triggerings. Default is .2. | |
Message: | Displays a text string. The value is the line-number of the message in the levelmsg file in htic2-1.pak. For a custom message, it is usually best to use the text_msg key instead. | |
Text_msg: | Value is the text displayed when the trigger fires. Doesn't seem to be able to play an audio file. | |
Sounds: | The sounds played when triggered. | |
1) Secret 2) Beep beep 3) Large switch |
Similar to trigger_multiple, but only fires once before removing itself. | ||
Flags: | ||
Monster: | A monster can trigger this. | |
Not_player: | The player cannot trigger this. | |
Triggered: | Cannot be touched, must be triggered. | |
Any: | Any entity can trigger this.TriggeredIf used, the trigger must be used before it is active. | |
Keys: | ||
Message: | Displays a text string. The value is the line-number of the message in the levelmsg file in htic2-1.pak. For a custom message, it is usually best to use the text_msg key instead. | |
Text_msg: | Value is the text displayed when the trigger fires. Doesn't seem to be able to play an audio file. | |
Sounds: | The sound it plays when triggered | |
1) Secret 2) Beep beep 3) Large Switch |
Lets player entity know he is near a puzzle piece so if the action key is used, the appropriate animation is played. |
Lets player entity know he is near a button, so if the action key is used, he goes into push animation. This trigger must target the button. Exact size of the entities' brush doesn't matter much; the push animation is only produced if Corvus is in an appropriate position to actually push the button. | ||
Keys: | ||
Target: | Targets the func_button that player is to push. |
Lets player entity know he is near a lever, so if the action key is used, he goes into lever animation. This trigger must target the lever, which then targets the entities to use. |
Lets player entity know he is near a puzzle destination so if the action key is used,and the puzzle inventory is displayed.. |
Pushes the player in a direction. | ||
Flags: | ||
Force_Once: | Pushes the player one time then removes itself. | |
Keys: | ||
Speed: | The speed the player is pushed at. Default is 500. | |
Angle: | The angle the player is pushed in the XY plane. | |
Zangle: | The direction in Z to push the player. 0 is straight up, 180 is straight down. Default is 0, so zangle must be set to 90 if only XY movement is desired. |
Works much like a trigger_once, but only works if a puzzle piece is used. | ||
Flags: | ||
No_text: | No text is displayed indicating a piece is needed. | |
No_take: | Checks for a puzzle piece but doesn’t remove it. | |
Keys: | ||
Item: | Specify which puzzle piece to look for. |
Creates a camera shake that looks like an earthquake. | ||
Flags: | ||
Monster: | A monster can trigger this. | |
Not_player: | The player cannot trigger this. | |
Triggered: | Cannot be touched, must be triggered. | |
Any: | Any entity can trigger this. | |
Keys: | ||
Wait: | Amount of time until it can be triggered again. Default is 10, -1 makes it go away after one use. | |
Count: | Number of pixels to shake the screen. Default is 20. | |
Time: | Duration of quake. Default is 2. | |
Style: | Direction of quake. | |
1) shake_lateral 2) shake_vertical | ||
1) shake_depth | ||
0) shake_all_dir (default) |
Player triggers this to return to the menu. It is used in the tutorial level. |
A trigger that never shows in the world, it is used as a midpoint between two events, such as trigger_multiple, and func_door. It is most often used when a trigger is going to control multiple events. |