Difference between revisions of "Trigger relay"
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Outerbeast (talk | contribs) (Revised entity description) |
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− | Point entity which relays a triggering action. | + | Point entity which relays a triggering action, and overrides the activator entity with itself to the target entity when triggered. It allows you to choose a specific use-type to trigger the target with, and a delay time value for when to trigger the target. These features make it useful for controlling specifically how and when an entity is triggered. See also: [[multi_manager]]. |
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== Keyvalues == | == Keyvalues == | ||
{{Entity_keyvalue|Trigger state|triggerstate|Set the use-type with which the trigger_relay will fire its targets. This is set to 'Off' by default! Make sure to change this to what you want it to be, even if 'Off' coincidentally provides the wanted effect, because the targeted entity has no use for that use-type just yet.}} | {{Entity_keyvalue|Trigger state|triggerstate|Set the use-type with which the trigger_relay will fire its targets. This is set to 'Off' by default! Make sure to change this to what you want it to be, even if 'Off' coincidentally provides the wanted effect, because the targeted entity has no use for that use-type just yet.}} | ||
− | + | {{Entity_keyvalue|Delay Before Reset|m_flDelayBeforeReset|Time, in seconds, the trigger_relay can fire it's target again after being triggered.}} | |
== Flags == | == Flags == | ||
{{Entity_flag|1|Remove on fire|If set, trigger_relay will remove itself from the game after firing its targets, making it impossible to use it again.}} | {{Entity_flag|1|Remove on fire|If set, trigger_relay will remove itself from the game after firing its targets, making it impossible to use it again.}} | ||
− | {{Entity_flag|64|Keep !activator|By default trigger_relay overrides activator with itself. With this flag selected trigger_relay will pass original activator to next entity in chain.}} | + | {{Entity_flag|64|Keep !activator|By default trigger_relay overrides activator with itself. With this flag selected trigger_relay will pass the original activator to next entity in chain.}} |
== Notes == | == Notes == | ||
− | If you change a trigger_relay's target while its delay is counting down, the old target will be fired.If you killtarget a trigger_relay while its delay is counting down, it will still fire. | + | If you change a trigger_relay's target while its delay is counting down, the old target will be fired. If you killtarget a trigger_relay while its delay is counting down, it will still fire. |
Trigger_relay passes itself on as the activator when triggered unless 'Keep !activator' flag is selected. | Trigger_relay passes itself on as the activator when triggered unless 'Keep !activator' flag is selected. | ||
== Changes == | == Changes == | ||
− | |||
5.06: Added 'Keep !activator' flag. | 5.06: Added 'Keep !activator' flag. | ||
Latest revision as of 01:29, 18 March 2023
trigger_relay | |
---|---|
Type |
point |
Status |
supported |
Point entity which relays a triggering action, and overrides the activator entity with itself to the target entity when triggered. It allows you to choose a specific use-type to trigger the target with, and a delay time value for when to trigger the target. These features make it useful for controlling specifically how and when an entity is triggered. See also: multi_manager.
1 Keyvalues
Trigger state : triggerstate
Set the use-type with which the trigger_relay will fire its targets. This is set to 'Off' by default! Make sure to change this to what you want it to be, even if 'Off' coincidentally provides the wanted effect, because the targeted entity has no use for that use-type just yet.
Delay Before Reset : m_flDelayBeforeReset
Time, in seconds, the trigger_relay can fire it's target again after being triggered.
2 Flags
1 : Remove on fire
If set, trigger_relay will remove itself from the game after firing its targets, making it impossible to use it again.
64 : Keep !activator
By default trigger_relay overrides activator with itself. With this flag selected trigger_relay will pass the original activator to next entity in chain.
3 Notes
If you change a trigger_relay's target while its delay is counting down, the old target will be fired. If you killtarget a trigger_relay while its delay is counting down, it will still fire. Trigger_relay passes itself on as the activator when triggered unless 'Keep !activator' flag is selected.
4 Changes
5.06: Added 'Keep !activator' flag.