target |
Value is a name; Entity with matching targetname value is
triggered. |
soundtype |
Value is one of the following numbers:
- 1 -- secret sound
- 2 -- bell
- 3 -- metal sound
|
message |
Value is a number, indicting the message to
be displayed when trigger fires. In Siege, you can specify the text
of the message in the netname field instead. |
delay |
Value is a number; how long trigger fires targets after being used.
|
wait |
Value is a number; low long it takes (sec) for trigger to be re-fireable
(default = .2).
|
killtarget |
remove the target after having triggered it once (from Eutectic's
list, haven't tested it).
|
netname |
unique name used for linking to other entities, such as
ordered trigger_counters or
trigger_check entities.
In Siege, the value of netname can be a string that's displayed when
the trigger_multiple fires (I don't know how this interacts with
trigger_counters and other original uses of netname; I
wouldn't be surprised if it breaks them).
|
health |
Makes it a transparent barrier that can be broken (and fired) by
bashing.
|
aflag |
value is a number, specifying order for ordered
trigger_counters.
|
puzzle_piece1..4 |
(4 fields). Value is the name of a puzzle
piece; these are listed here.
Trigger won't fire until player has all the required pieces.
|
no_puzzle_msg |
Value is a number, indicating the message
to be displayed
when player lacks required puzzle pieces.
|
targetname |
value is a name, targetted by a
activator entity, which toggles
activation state; use
DEACTIVATED spawnflag to start in deactivated state.
|
style |
Value is a number; some trigger effects are extended to all entities
with the same style-value. I've only gotten it to work for
switching off lights/torches:
if the trigger targets one light with which it
shares a style-value, all lights with that style will stop
emitting light, tho they won't switch to their off-skins (this
looks like a vestige of an abandoned idea). This also works for
buttons. The code comments say you
can set a lower light-value (lightvalue1 and lightvalue2)
and a fading speed (fadespeed), but I haven't gotten these to work.
I've also tried and failed to get style-linked destruction of
breakable brushes .
|
spawnflags: |
Add up the numbers for the properties you want, & set the sum as
the spawnflags value.
- 1 - NOTOUCH: supposedly fired by other entities, not touch
(untested, maybe obsoleted by trigger_relay).
- 2 - MONSTERTOUCH: untested, supposedly fired only by monsters.
- 4 - PUSHTOUCH: use unknown, trashes normal function.
- 8 - DEACTIVATED: must be activated first, use with targetname
field.
- 16 - REMOVE_PP: player looses puzzle-piece when trigger fires.
- 32 - LIGHTTOGGLE: for toggling lights; doesn't actually seem
to be necessary
- 128 - LIGHTSTARTLOW: supposedly makes targetted lights start
at low value, but doesn't actually seem to work (but this can be
specified on the actual lights).
|