Trigger multiple

Trigger multiple

Classname: trigger_multiple
Purpose: Making stuff happen multiple times.
H2 Code: triggers.hc
Fires as long as the associated brush is touched. Seems to have pretty much the same fields as trigger once, so I haven't done quite as much actual testing as I maybe ought to have

Fields

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).

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