Mapping/I/O Reaction Reference
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Entity name | On Receive Inputs | Sending Outputs |
---|---|---|
aiscripted_sequence | On, Toggle, Off -> Play animation Kill -> Destroy (but animation continues) |
Target -> OnAnimationEnd (Toggle) |
ambient_generic | On -> Play sound- works only when there was any other input last time. Toggle -> Play/stop sound Off -> Stop sound Kill -> Destroy (stop the sound if it's playing) |
<N/A> |
ambient_music | On -> Play music Toggle -> Play/stop music Off -> Stop music Kill -> Destroy (stop the music if it's playing) |
<N/A> |
all ammo_ | On, Toggle -> (!activator) Pick up (if possible) Off -> nothing Kill -> Destroy (remove ammo, it won't respawn) |
Target -> nothing Kill Target -> nothing |
cycler | On, Toggle, Off -> Cycle animation Kill -> Destroy |
<N/A> |
cycler_wreckage | On, Toggle, Off -> nothing Kill -> Destroy (remove emitter and fog) |
<N/A> |
env_beam | On -> Enable beam (may be delayed a bit) Toggle -> Enable/disable beam (may be delayed a bit) Off -> Disable beam (may be delayed a bit) Kill -> Destroy |
<N/A> |
env_beverage | On, Toggle, Off -> Spawn model (if no model already spawned) Kill -> Destroy (spawned models are not removed) |
<N/A> |
env_blood | On, Toggle, Off -> Emit blood Kill -> Destroy (spawned blood streams are not removed) |
<N/A> |
env_explosion | On, Toggle, Off -> Emit explosion Kill -> Destroy (explosion effect is not removed) |
<N/A> |
env_fade | On, Toggle, Off -> Start fade (override previous fading) Kill -> Destroy (remove entity but leave the fade effect) |
<N/A> |
env_fog | On -> Turn fog on Toggle -> Turn fog on/off Off -> Turn fog off Kill -> Destroy (remove fog as well) |
<N/A> |
env_funnel | On, Toggle, Off -> Emit funnel Kill -> Destroy (funnel is not removed) |
<N/A> |
env_global | On, Toggle, Off -> Set global variable Kill -> Destroy (only entity is removed) |
Global State to Set -> OnTrigger (SetGlobalVariable) |
env_glow | On, Toggle, Off -> nothing Kill -> Destroy |
<N/A> |
env_laser | On -> Enable beam Toggle -> Enable/disable beam Off -> Disable beam Kill -> Destroy |
<N/A> |
env_render | On, Toggle, Off -> Apply render mode to target Kill -> Destroy (render mode is still applied) |
Target -> nothing (used for something else) |
env_render_individual | On -> Apply render mode to target Toggle -> Apply render mode to target Off -> Revert render mode changes Kill -> Destroy (revert render mode changes if active) |
Target -> nothing (used for something else) |
env_sentence | On, Toggle, Off -> Play sentence (overlap if mutli-triggered) Kill -> Destroy (only emitter is removed, announce end itself) |
Target -> OnSentenceStart (Same as Received) |
env_shake | On, Toggle, Off -> Shake (override current shake) Kill -> Destroy (only emitter is removed, shake is still active) |
<N/A> |
env_shooter | On, Toggle, Off -> Spawn models (not while spawning) Kill -> Destroy (only emitter is removed, gibs still exist) |
<N/A> |
env_sound | On, Toggle, Off -> Search inside radius to apply sound effects (only when use only and radius are specified) Kill -> Destroy (only emitter is removed, effect still remain) |
<N/A> |
env_spark | On, Toggle, Off -> Toggle/Turn on sparks Kill -> Destroy |
<N/A> |
env_sprite | On -> Turn sprite on Toggle -> Turn sprite on/off Off -> Turn sprite off Kill -> Destroy |
<N/A> |
env_spritetrain | On -> Start train moving Toggle -> Start/stop train moving Off -> Stop train moving Kill -> Destroy (train gets destroyed, but sprite remains) |
<N/A> |
env_xenmaker | On, Toggle, Off -> Spawn monster (if space available) Kill -> Destroy (monster in queue won't spawn) |
Target -> nothing |
game_counter | On, Toggle -> Increase counter by 1 Off -> Decrease counter by 1 Kill -> Destroy (entity and data) |
Target -> OnHitMax/OnOverMax (Toggle) Kill Target -> OnHitMax/OnOverMax (Destroy) |
game_counter_set | On, Toggle, Off -> Set the counter to a new value Kill -> Destroy |
Target -> OnValueSet (Toggle) Kill Target -> OnValueSet (Destroy) |
game_end | On, Toggle, Off -> End the map Kill -> Destroy |
<N/A> |
game_player_counter | <N/A> | Min Target -> OnHitMin (On) Max Target -> OnHitMax (On) |
game_player_equip | On, Toggle, Off -> Modify Inventory Kill -> Destroy (only entity, not given items) |
Target -> nothing Kill Target -> OnEquipModify (Destroy) |
game_player_hurt | On, Toggle, Off -> Apply damage Kill -> Destroy |
Target -> OnDamageDeal (Same as Received) Kill Target -> OnDamageDeal (Destroy) |
game_score | On, Toggle, Off -> Apply points Kill -> Destroy |
Target -> nothing Kill Target -> nothing |
game_slot_counter | <N/A> | Target -> <Not Tested> Kill Target -> <Not Tested> |
game_text | On, Toggle, Off -> Show text (override previous text on the same channel) Kill -> Destroy (remove entity but leave the text effect) |
Target -> OnDisplayText (Toggle) Kill Target -> OnDisplayText (Destroy) |
gibshooter | On, Toggle, Off -> Spawn gibs (not while spawning) Kill -> Destroy (only emitter is removed, gibs still exist) |
<N/A> |
info_bigmomma | On, Toggle, Off -> nothing Kill -> Destroy node |
Fire on Approach -> OnReachNode (Toggle) |
info_null | On, Toggle, Off -> nothing Kill -> Destroy node |
<N/A> |
info_player_deathmatch | On -> Enable spawnpoint Toggle -> Enable/Disable spawnpoint Off -> Disable spawnpoint Kill -> Destroy (players can't spawn here anymore) |
Target -> OnSpawned (Trigger State Value) <only if Trigger on Spawn selected> |
info_target | On, Toggle, Off -> nothing Kill -> Destroy, may cause crash (entities targetting it won't lose this point as a target) |
<N/A> |
info_teleport_destination | On, Toggle, Off -> nothing Kill -> Destroy destination |
Target -> OnSpawned (Toggle) <only if Trigger on Arrival selected> |
all items_ except following: |
On, Toggle -> (!activator) Pick up (if possible) Off -> nothing Kill -> Destroy (remove item, it won't respawn) |
Target -> OnPickedUp (Toggle) Kill Target -> nothing |
item_airtank | On, Toggle, Off -> nothing Kill -> Destroy item |
Target -> OnTouched (Toggle) OnAirEnd (Toggle) Kill Target -> OnTouched (Destroy) |
item_generic | On, Toggle, Off, Kill -> nothing | <N/A> |
item_inventory | On -> (!activator) Pick up (if possible) Toggle -> Pick up/drop item Off -> Force Drop Item Kill -> Destroy (remove from inventory if equipped) |
All Target -> Different Target Fields (Toggle) |
light | On -> Turn light on Toggle -> Toggle light Off -> Turn light off Kill -> Destroy (lightstyle won't be turned off) |
Target -> nothing, makes light untoggleable |
light_environment | On -> Turn light on (-noskyfix required) Toggle -> Toggle light (-noskyfix required) Off -> Turn light off (-noskyfix required) Kill -> Destroy (lightstyle won't be turned off) |
<N/A> |
light_spot | On -> Turn light on Toggle -> Toggle light Off -> Turn light off Kill -> Destroy (lightstyle won't be turned off) |
Target -> nothing (used for something else) |
all monsters_ except following: |
On -> Enable monster (only with Start Inactive flag) Toggle -> Disable/Enable monster (only with Start Inactive flag) Off -> Disable monster (only with Start Inactive flag) Kill -> Destroy |
Target -> nothing (used for something else) Trigger Condition Target -> Depends on Trigger Condition setting (Toggle) |
all _repelling monsters | On, Toggle, Off -> Repelling Kill -> Destroy |
<N/A> |
monster_satchel | On, Toggle, Off -> Detonate Kill -> Destroy (it won't explode, laser stays- it's a bug) |
<N/A> |
monstermaker | On -> Turn spawner on/single spawn (Cyclic mode only) Toggle -> Toggle spawner/single spawn (Cyclic mode only) Off -> Turn spawner off/single spawn (Cyclic mode only) Kill -> Destroy (it won't kill spawned entities) |
Target -> OnSpawnMonster (Toggle) |
multi_manager | On, Toggle, Off -> Run Kill -> Destroy (also terminate all running actions) |
Value -> OnTrigger (Toggle) Value with '#0' ending -> OnTrigger (Off) Value with '#1' ending -> OnTrigger (On) Value with '#2' ending -> OnTrigger (Kill) |
multisource | All On, Toggle, Off but only "target" inputs -> Trigger/Unlock Kill -> Destroy (don't use it on multisource) Reset (func_button only) -> Lock |
Target -> OnEveryInputReceived (Toggle) @Slave* -> OnEveryInputReceived (Unlock) @Slave* -> OnAnyInputMissing (Lock) |
op4mortar | On-> Shot the mortar Toggle, Off -> nothing Kill -> Destroy |
<N/A> |
path_corner | On, Toggle, Off -> nothing Kill -> Destroy (object stops if heading this path_corner) |
Fire On Arrive -> OnArrive (Toggle) @Wait For Retrigger -> OnArrive (Toggle) |
path_track | On -> Enable path (revert Branch Path if already opened) Toggle -> Enable/Disable path (use/revert Branch Path) Off -> Disable path (use Branch Path if specified) Kill -> Destroy (train behave like it was moved to map center) |
Fire On Pass -> OnPassThrough (Toggle) Fire On Dead End -> OnDeadEnd (Toggle) |
player_weaponstrip | On, Toggle, Off -> StripWeapons Kill -> Destroy |
<N/A> |
scripted_sentence | On, Toggle, Off -> SpeakSentence Kill -> Destroy |
Target -> OnArrive (Toggle) |
scripted_sequence | On, Toggle, Off -> Start action animation (also toggle idle) Kill -> Destroy (also stop idle/action animation) |
Target -> OnEndAnimation (Toggle) Kill Target -> OnEndAnimation (Kill) |
speaker | On -> Enable announcer Toggle -> Disable/Enable announcer Off -> Disable announcer Kill -> Destroy (sound already played won't be removed) |
<N/A> |
squadmaker | On -> Turn spawner on/single spawn (Cyclic mode only) Toggle -> Toggle spawner/single spawn (Cyclic mode only) Off -> Turn spawner off/single spawn (Cyclic mode only) Kill -> Destroy (it won't kill spawned entities) |
Target -> OnSpawnMonster (Toggle) Trigger Condition Target -> Depends on Trigger Condition setting (Toggle) |
target_cdaudio | On, Toggle, Off -> Play track Kill -> Destroy (music still playing) |
<N/A> |
trigger_auto | <N/A> | Target -> OnMapStart (Trigger State Value) Kill Target -> OnMapStart (Kill) |
trigger_camera | On -> Turn camera on Toggle -> Turn camera on/off Off -> Turn camera off Kill -> Destroy (camera view still remains and never expires) |
Target -> OnCameraFinished (Toggle), used also for targeting view. Kill Target -> OnCameraFinished (Kill) |
trigger_change_class | On, Toggle -> Change classification Off -> nothing Kill -> Destroy |
Target -> nothing (used for something else) |
trigger_changemaxammo | On, Toggle, Off -> Modify ammo limits Kill -> Destroy |
<N/A> |
trigger_changemodel | On, Toggle, Off -> Change model Kill -> Destroy |
Target -> nothing (used for something else) |
trigger_changetarget | On, Toggle, Off -> Change target Kill -> Destroy |
Target -> nothing (used for something else) Kill Target -> nothing |
trigger_changevalue | On, Toggle, Off -> Change value Kill -> Destroy |
Trigger after action -> OnTrigger (Toggle) |
trigger_condition | On -> Compare once/turn constant comparator on Toggle -> Compare once/turn constant comparator on/off Off -> Turn constant comparator off Kill -> Destroy |
Target for 'true'-case -> OnTrue (Toggle)/ -> OnEveryTickIsTrue** (Toggle) Target for 'false'-case -> OnFalse (Toggle)/ -> OnEveryTickIsFalse** (Toggle) |
trigger_copyvalue | On -> Copy once/turn constant copier on Toggle -> Copy once/turn constant copier on/off Off -> Copy once/turn constant copier off Kill -> Destroy |
Trigger after action -> OnTrigger (Toggle)/ -> OnEveryTick** (Toggle) |
trigger_createentity | On, Toggle, Off -> Spawn entity Kill -> Destroy (it won't kill spawned entities) |
Target -> OnSpawnEntity (Toggle) Kill Target -> OnChildActivated (Kill) |
trigger_cyclicobserver | On, Toggle, Off -> Apply settings Kill -> Destroy |
Target -> OnEntityTriggered (Toggle) |
trigger_entity_iterator | On -> Reset/Start iterating Toggle -> Start/Stop iterating Off -> Stop iterating Kill -> Destroy |
Entity's Trigger Target -> ForceTrigger- BySpecifiedCaller (Trigger State Value) Trigger at end of each Run -> OnIterationFinished (Toggle) |
trigger_hurt_remote | On -> Hurt once/turn Constant mode on Toggle -> Hurt once/toggle Constant mode Off -> Turn Constant mode off Kill -> Destroy |
Target -> nothing (used for something else) |
trigger_numericdisplay | On -> Trigger once (Cyclic mode only)/turn on Toggle -> Trigger once (Cyclic mode only)/toggle Off -> Trigger once (Cyclic mode only)/turn off Kill -> Destroy counter (last registered numbers stay displayed) |
<N/A> |
trigger_random | On, Toggle, Off -> Pick target/toggle timer (Timed mode only) Kill -> Destroy |
Target (picked 1-16) -> OnTrigger (Toggle) |
trigger_relay | On, Toggle, Off -> Trigger target Kill -> Destroy |
Target -> OnTrigger (Trigger State Value) Kill Target -> OnTrigger (Kill) |
trigger_renameplayer | On, Toggle, Off -> (!activator) Rename Kill -> Destroy |
<N/A> |
trigger_respawn | On, Toggle, Off -> Respawn players Kill -> Destroy |
Target -> nothing (used for something else) |
trigger_setcvar | On, Toggle -> Execute command Off -> nothing Kill -> Destroy |
Target -> OnExecute (Toggle) |
trigger_setorigin | On, Toggle -> Set origin/turn constant origin set on Off -> Turn constant origin set off Kill -> Destroy (constantly positioned entities are dropped) |
Target -> nothing (used for something else) |
trigger_track_goal | On, Toggle, Off -> Call train to specified location Kill -> Destroy (train still moves to demanded path) |
Target -> nothing (used for something else) |
trigger_vote | On, Toggle, Off -> Start Vote Kill -> Destroy |
Yes Target -> OnEndVote (On) No Target -> OnEndVote (On) No Vote Target -> OnEndVote (On) |
all weapon_ | On, Toggle -> (!activator) Pick up (if possible) Off -> nothing Kill -> Destroy (remove item, it won't respawn) |
Target -> OnPickedUp (Toggle) Kill Target -> OnPickedUp (Kill) |
weaponbox | On, Toggle, Off -> nothing Kill -> Destroy item |
<N/A> |
all xen_ | On, Toggle, Off -> nothing Kill -> Destroy |
Target -> nothing (used for something else) |
button_target | On -> Press on (manually added targetname) Toggle -> Toggle (manually added targetname) Off -> Press off (manually added targetname) Kill -> Destroy (manually added targetname) |
Target -> OnDamagedPressed (On/Off Switch) (On, then Off, then On, then Off e.t.c. reserved when Start On selected) |
env_bubbles | On -> Turn on/reset Toggle -> Toggle Off -> Turn off Kill -> Destroy |
<N/A> |
func_breakable | On, Toggle, Off -> Break Kill -> Destroy |
Target -> OnBreak (Toggle) Kill Target -> OnBreak (Kill) |
func_button | On, Toggle, Off -> Press on/toggle Kill -> Destroy |
Target -> OnPressed (Toggle) Kill Target -> OnPressed (Kill) |
func_clip | On, Toggle -> Enable Off -> Disable Kill -> Destroy |
<N/A> |
func_conveyor | On, Toggle, Off -> Revert conveyor Kill -> Destroy |
<N/A> |
func_door func_door_rotating |
On -> Open if Closed/Open* (with Toggle flag selected) Toggle -> Open if Closed/Toggle if not moving (Toggle flag) Off -> nothing/Close* (with Toggle flag selected) Kill -> Destroy *depends on Obey Trigger Mode keyvalue (Toggle enabled): -No: On and Off works like Toggle -Yes: like above, but On only opens and Off only closes -Yes, even if currently moving: like above, force close/open |
Target -> OnFullyOpen/Closed (Toggle) Kill Target -> OnOpen (Kill) **Fire On Open -> OnFullyOpen (Toggle) **Fire On Close -> OnClosed (Toggle) Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*) Fire On Break -> OnBreak (Toggle) *Where TS is corresponding Trigger State keyvalue **Obsolete |
func_friction | On, Toggle, Off -> nothing Kill -> Destroy (manually added targetname) |
<N/A> |
func_guntarget | On, Toggle -> Start moving Off -> nothing Kill -> Destroy |
Fire on damage -> OnAllDamageTake (Toggle) |
func_healthcharger | On, Toggle, Off -> Heal by one (manually added targetname) Kill -> Destroy (manually added targetname) |
Trigger On Empty -> OnEmpty (Toggle) Trigger On Recharged -> OnRecharged (Toggle) |
func_illusionary | On, Toggle, Off -> nothing Kill -> Destroy |
<N/A> |
func_ladder | On -> Enable climb Toggle -> Toggle climb Off -> Disable climb Kill -> Destroy |
<N/A> |
func_mirror | On -> Enable mirror Toggle -> Toggle mirror Off -> Disable mirror Kill -> Destroy |
Target -> nothing |
func_monitor | On -> Enable monitor Toggle -> Toggle monitor (brush still renders when turned off) Off -> Disable monitor (brush still renders) Kill -> Destroy (brush is removed completely) |
Target -> nothing (used for something else) |
func_monsterclip | On -> Enable clip Toggle -> Toggle clip Off -> Disable clip Kill -> Destroy |
<N/A> |
func_mortar_field | On, Toggle, Off -> Call mortar strike Kill -> Destroy |
<N/A> |
func_op4mortarcontroller | On, Toggle, Off -> nothing Kill -> Destroy (manually added targetname) |
Target -> nothing (used for something else) |
func_pendulum | On, Toggle, Off -> Toggle swing Kill -> Destroy |
<N/A> |
func_plat | On -> Enable/Move forward (with Toggle flag selected) Toggle -> Enable/Move (with Toggle flag selected) Off -> Enable/Move backward (with Toggle flag selected) Kill -> Destroy |
<N/A> Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*) *Where TS is corresponding Trigger State keyvalue |
func_platrot | On -> Enable/Move forward (with Toggle flag selected) Toggle -> Enable/Move (with Toggle flag selected) Off -> Enable/Move backward (with Toggle flag selected) Kill -> Destroy |
<N/A> Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*) *Where TS is corresponding Trigger State keyvalue |
func_portal | On -> Enable portal Toggle -> Toggle portal Off -> Disable portal Kill -> Destroy |
Target -> nothing (used for something else) |
func_pushable | On, Toggle, Off -> Synchronized push*** Kill -> Destroy |
Target -> OnBreak (Toggle) Kill Target -> OnBreak (Kill) |
func_recharge | On, Toggle, Off -> Charge by one (manually added targetname) Kill -> Destroy (manually added targetname) |
Trigger On Empty -> OnEmpty (Toggle) Trigger On Recharged -> OnRecharged (Toggle) |
func_rot_button | On, Toggle, Off -> Press on/toggle Kill -> Destroy |
Target -> OnPressed (Toggle) Kill Target -> OnPressed (Kill) |
func_rotating | On -> Start moving* Toggle -> Start/Stop moving Off -> Stop moving* Kill -> Destroy *depends on Obey Trigger Mode keyvalue: -No: On and Off works like Toggle -Yes: like above, but On starts and Off only stops the rotating |
<N/A> |
func_tank | On, Toggle -> Take control (not every '!caller' works) Off -> nothing Kill -> Destroy |
Target -> OnFireWhenControlled (Toggle) |
func_tankcontrols | On, Toggle -> Take control (manually added targetname) Off -> nothing Kill -> Destroy (manually added targetname) |
Target -> nothing (used for something else) |
func_tanklaser | On, Toggle -> Take control (not every '!caller' works) Off -> nothing Kill -> Destroy |
Target -> OnFireWhenControlled (Toggle) |
func_tankmortar | On, Toggle -> Take control (not every '!caller' works) Off -> nothing Kill -> Destroy |
Target -> OnFireWhenControlled (Toggle) |
func_tankrocket | On, Toggle -> Take control (not every '!caller' works) Off -> nothing Kill -> Destroy |
Target -> OnFireWhenControlled (Toggle) |
func_trackautochange | On -> Stop train movement (one path after track travel) Toggle -> Toggle train movement (one path after track travel) Off -> Start train movement (one path after track travel) Kill -> Destroy platform (train won't travel further) Triggering platform won't move platform itself, also strange behavior may occur when triggering func_trackautochange. |
**Fire On Open -> OnFullyOpen (Toggle) **Fire On Close -> OnClosed (Toggle) Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*) *Where TS is corresponding Trigger State keyvalue **Obsolete |
func_trackchange | On, Toggle, Off -> Move platform up/down Kill -> Destroy If tracktrain is on platform it will travel with it as well. |
**Fire On Open -> OnFullyOpen (Toggle) **Fire On Close -> OnClosed (Toggle) Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*) *Where TS is corresponding Trigger State keyvalue **Obsolete |
func_tracktrain | On -> Start moving Toggle -> Start/Stop moving Off -> Stop moving Kill -> Destroy |
<N/A> |
func_train | On -> Start moving* Toggle -> Start/Stop moving Off -> Stop moving* Kill -> Destroy *depends on Obey Trigger Mode keyvalue: -No: On and Off works like Toggle -Yes: like above, but On starts and Off only stops the train |
<N/A> |
func_traincontrols | <N/A> | Target -> nothing (used for something else) |
func_wall | On -> Turn Animated texture off (+'NUM' to +A state)**** Toggle -> Start/Stop moving (toggle +'NUM'/+A state)**** Off -> Turn Animated texture on (+A to +'NUM' state)**** Kill -> Destroy |
<N/A> |
func_wall_toggle | On -> Turn on Toggle -> Toggle Off -> Turn off Kill -> Destroy |
<N/A> |
func_water | On -> Open if Closed/Open* (with Toggle flag selected) Toggle -> Open if Closed/Toggle if not moving (Toggle flag) Off -> nothing/Close* (with Toggle flag selected) Kill -> Destroy *depends on Obey Trigger Mode keyvalue (Toggle enabled): -No: On and Off works like Toggle -Yes: like above, but On only opens and Off only closes -Yes, even if currently moving: like above, force close/open |
Target -> OnFullyOpen/Closed (Toggle) Kill Target -> OnOpen (Kill) **Fire On Open -> OnFullyOpen (Toggle) **Fire On Close -> OnClosed (Toggle) Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*) Fire On Break -> OnBreak (Toggle) *Where TS is corresponding Trigger State keyvalue **Obsolete |
game_zone_player | On -> Check players presence and trigger the targets Toggle -> Check players presence and trigger the targets Off -> Check players presence and trigger the targets Kill -> Destroy Entity passes those input to targets, sets players to '!activator' |
Target for IN players -> OnTriggerPlayersInside (Same as Received) Target for OUT players -> OnTriggerPlayersOutside (Same as Received) |
momentary_door | On -> Open if Closed/Open* (with Toggle flag selected) Toggle -> Open if Closed/Toggle if not moving (Toggle flag) Off -> nothing/Close* (with Toggle flag selected) Kill -> Destroy *depends on Obey Trigger Mode keyvalue (Toggle enabled): -No: On and Off works like Toggle -Yes: like above, but On only opens and Off only closes -Yes, even if currently moving: like above, force close/open |
Target -> OnFullyOpen/Closed (Toggle) Kill Target -> OnOpen (Kill) **Fire On Open -> OnFullyOpen (Toggle) **Fire On Close -> OnClosed (Toggle) Fire On Open Start -> OnStartOpening (TS*) Fire On Open End-> OnEndOpening (TS*) Fire On Close Start -> OnStartClosing (TS*) Fire On Close End-> OnEndClosing (TS*) Fire On Break -> OnBreak (Toggle) *Where TS is corresponding Trigger State keyvalue **Obsolete |
momentary_rot_button | On, Toggle, Off -> Press once Kill -> Destroy |
Target -> Used for something else, however triggers target repeatedly on turning (Toggle) |
player_respawn_zone | On, Toggle, Off -> Respawn Kill -> Destroy |
<N/A> |
trigger_cameratarget | On -> Turn clickability on Toggle -> Toggle clickability Off -> Turn clickability off Kill -> Destroy |
Click Target (left/right/third) -> Depends on Click Action setting |
trigger_cdaudio | On, Toggle, Off -> Play track Kill -> Destroy (music still playing) |
<N/A> |
trigger_changelevel | On, Toggle, Off -> Change level Kill -> Destroy |
<N/A> |
trigger_gravity | On, Toggle, Off -> nothing Kill -> Destroy (changed gravity won't be reset) |
Target -> nothing Kill Target -> nothing |
trigger_hurt | On, Toggle, Off -> Toggle trigger Kill -> Destroy |
Target -> OnDealDamage (Toggle) Kill Target (not listed) -> OnDealDamage (Kill) |
trigger_monsterjump | <N/A> | <N/A> |
trigger_multiple | On, Toggle, Off -> nothing Kill -> Destroy |
Target -> OnTouch/OnEnter/OnExit (Toggle) Kill Target -> OnTouch (Kill) |
trigger_once | On, Toggle, Off -> nothing Kill -> Destroy |
Target -> OnTouch/OnEnter/OnExit (Toggle) Kill Target -> OnTouch (Kill) |
trigger_push | On, Toggle, Off -> nothing Kill -> Destroy |
Target -> nothing Kill Target -> nothing |
trigger_teleport | On -> Turn teleport on Toggle -> Toggle teleport Off -> Turn teleport off Kill -> Destroy |
Target -> nothing (used for something else) Kill Target -> nothing |
@ - prefix that marks entities that are reffering to this entity by this key/flag, but this entity is not reffering to them directly. *Slave - the entities which have this multisource as a "master". The "slave" term is not common, and has been used for formal purposes. ** - on every time interval tick of entity, not the server frame. *** - pushable have strange behavior when setting up entity which trigger it like button- trying to walk then use (while still walking) that button moves pushable. **** - if func_wall have animated or toggleable textures, and gets triggered, animated texture changes into +A(Off) variant of this texture (if this variant exists).