Difference between revisions of "Mapping/I/O Reaction Reference"
< Mapping
Jump to navigation
Jump to search
Tag: Undo |
m (Erty moved page I/O Reaction Reference to Mapping/I/O Reaction Reference: Moved to Mapping section) |
||
(2 intermediate revisions by the same user not shown) | |||
Line 3: | Line 3: | ||
!Entity name !! On Receive Inputs !! Sending Outputs | !Entity name !! On Receive Inputs !! Sending Outputs | ||
|- | |- | ||
− | |aiscripted_sequence | + | |[[aiscripted_sequence ]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Play animation<br /><span style="color: silver">'''Kill'''</span> -> Destroy (but animation continues) || <span style="color: lightblue">'''Target'''</span> -> OnAnimationEnd (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |ambient_generic || <span style="color: green">'''On'''</span> -> Play sound- works only when there was any other input<br />last time.<br /><span style="color: gold">'''Toggle'''</span> -> Play/stop sound<br /><span style="color: red">'''Off'''</span> -> Stop sound<br /><span style="color: silver">'''Kill'''</span> -> Destroy (stop the sound if it's playing) || <span style="color: gray">''<N/A>''</span> | + | |[[ambient_generic]] || <span style="color: green">'''On'''</span> -> Play sound- works only when there was any other input<br />last time.<br /><span style="color: gold">'''Toggle'''</span> -> Play/stop sound<br /><span style="color: red">'''Off'''</span> -> Stop sound<br /><span style="color: silver">'''Kill'''</span> -> Destroy (stop the sound if it's playing) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |ambient_music || <span style="color: green">'''On'''</span> | + | |[[ambient_music]] || <span style="color: green">'''On'''</span> -> Play music<br /><span style="color: gold">'''Toggle'''</span> -> Play/stop music<br /><span style="color: red">'''Off'''</span> -> Stop music<br /><span style="color: silver">'''Kill'''</span> -> Destroy (stop the music if it's playing) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | | | + | |all ammo_ || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> (!activator) Pick up (if possible)<br /><span style="color: slategray">''Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy (remove ammo, it won't respawn) || <span style="color: slategray">''Target -> nothing''</span><br /><span style="color: slategray">''Kill Target -> nothing''</span> |
|- | |- | ||
− | |cycler || <span style="color: green">'''On'''</span>, | + | |[[cycler]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Cycle animation<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |cycler_wreckage || <span style="color: slategray">''On, | + | |[[cycler_wreckage]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy (remove emitter and fog) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_beam || <span style="color: green">'''On'''</span> | + | |[[env_beam]] || <span style="color: green">'''On'''</span> -> Enable beam (may be delayed a bit)<br /><span style="color: gold">'''Toggle'''</span> -> Enable/disable beam (may be delayed a bit)<br /><span style="color: red">'''Off'''</span> -> Disable beam (may be delayed a bit)<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_beverage || <span style="color: green">'''On'''</span>, | + | |[[env_beverage]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Spawn model (if no model already spawned)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (spawned models are not removed) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_blood || <span style="color: green">'''On'''</span>, | + | |[[env_blood]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Emit blood<br /><span style="color: silver">'''Kill'''</span> -> Destroy (spawned blood streams are not removed) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_explosion || <span style="color: green">'''On'''</span>, | + | |[[env_explosion]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Emit explosion<br /><span style="color: silver">'''Kill'''</span> -> Destroy (explosion effect is not removed) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_fade || <span style="color: green">'''On'''</span>, | + | |[[env_fade]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Start fade (override previous fading)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (remove entity but leave the fade effect) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_fog || <span style="color: green">'''On'''</span> | + | |[[env_fog]] || <span style="color: green">'''On'''</span> -> Turn fog on<br /><span style="color: gold">'''Toggle'''</span> -> Turn fog on/off<br /><span style="color: red">'''Off'''</span> -> Turn fog off<br /><span style="color: silver">'''Kill'''</span> -> Destroy (remove fog as well) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_funnel || <span style="color: green">'''On'''</span>, | + | |[[env_funnel]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Emit funnel<br /><span style="color: silver">'''Kill'''</span> -> Destroy (funnel is not removed) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_global || <span style="color: green">'''On'''</span>, | + | |[[env_global]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Set global variable<br /><span style="color: silver">'''Kill'''</span> -> Destroy (only entity is removed) || <span style="color: lightblue">'''Global State to Set'''</span> -> OnTrigger (<span style="color: deepskyblue">'''SetGlobalVariable'''</span>) |
|- | |- | ||
− | |env_glow || <span style="color: slategray">''On, | + | |[[env_glow]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_laser || <span style="color: green">'''On'''</span> | + | |[[env_laser]] || <span style="color: green">'''On'''</span> -> Enable beam<br /><span style="color: gold">'''Toggle'''</span> -> Enable/disable beam<br /><span style="color: red">'''Off'''</span> -> Disable beam<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_render || <span style="color: green">'''On'''</span>, | + | |[[env_render]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Apply render mode to target<br /><span style="color: silver">'''Kill'''</span> -> Destroy (render mode is still applied) || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |env_render_individual || <span style="color: green">'''On'''</span> | + | |[[env_render_individual]] || <span style="color: green">'''On'''</span> -> Apply render mode to target<br /><span style="color: gold">'''Toggle'''</span> -> Apply render mode to target<br /><span style="color: red">'''Off'''</span> -> Revert render mode changes<br /><span style="color: silver">'''Kill'''</span> -> Destroy (revert render mode changes if active) || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |env_sentence || <span style="color: green">'''On'''</span>, | + | |[[env_sentence]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Play sentence (overlap if mutli-triggered)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (only emitter is removed, announce end itself) || <span style="color: lightblue">'''Target'''</span> -> OnSentenceStart (<span style="color: deepskyblue">'''Same as Received'''</span>) |
|- | |- | ||
− | |env_shake || <span style="color: green">'''On'''</span>, | + | |[[env_shake]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Shake (override current shake)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (only emitter is removed, shake is still active) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_shooter || <span style="color: green">'''On'''</span>, | + | |[[env_shooter]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Spawn models (not while spawning)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (only emitter is removed, gibs still exist) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_sound || <span style="color: green">'''On'''</span>, | + | |[[env_sound]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Search inside radius to apply sound effects (only when use only and radius are specified)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (only emitter is removed, effect still remain) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_spark || <span style="color: green">'''On'''</span>, | + | |[[env_spark]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Toggle/Turn on sparks<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_sprite || <span style="color: green">'''On'''</span> | + | |[[env_sprite]] || <span style="color: green">'''On'''</span> -> Turn sprite on<br /><span style="color: gold">'''Toggle'''</span> -> Turn sprite on/off<br /><span style="color: red">'''Off'''</span> -> Turn sprite off<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_spritetrain || <span style="color: green">'''On'''</span> | + | |[[env_spritetrain]] || <span style="color: green">'''On'''</span> -> Start train moving<br /><span style="color: gold">'''Toggle'''</span> -> Start/stop train moving<br /><span style="color: red">'''Off'''</span> -> Stop train moving<br /><span style="color: silver">'''Kill'''</span> -> Destroy (train gets destroyed, but sprite remains) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |env_xenmaker || <span style="color: green">'''On'''</span>, | + | |[[env_xenmaker]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Spawn monster (if space available)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (monster in queue won't spawn) || <span style="color: slategray">''Target -> nothing''</span> |
|- | |- | ||
− | |game_counter || <span style="color: green">'''On'''</span>, | + | |[[game_counter]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> Increase counter by 1<br /><span style="color: red">'''Off'''</span> -> Decrease counter by 1<br /><span style="color: silver">'''Kill'''</span> -> Destroy (entity and data) || Target -> OnHitMax/OnOverMax (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnHitMax/OnOverMax (<span style="color: deepskyblue">'''Destroy'''</span>) |
|- | |- | ||
− | |game_counter_set || <span style="color: green">'''On'''</span>, | + | |[[game_counter_set]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Set the counter to a new value<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnValueSet (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnValueSet (<span style="color: deepskyblue">'''Destroy'''</span>) |
|- | |- | ||
− | |game_end || <span style="color: green">'''On'''</span>, | + | |[[game_end]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> End the map<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |game_player_counter || <span style="color: gray">''<N/A>''</span> || Min <span style="color: | + | |[[game_player_counter]] || <span style="color: gray">''<N/A>''</span> || <span style="color: lightblue">'''Min<span style="color: tomato">''' Target'''</span>'''</span> -> OnHitMin (<span style="color: deepskyblue">'''On'''</span>)<br /><span style="color: lightblue">'''Max<span style="color: tomato">''' Target'''</span>'''</span> -> OnHitMax (<span style="color: deepskyblue">'''On'''</span>) |
|- | |- | ||
− | |game_player_equip || <span style="color: green">'''On'''</span>, | + | |[[game_player_equip]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Modify Inventory<br /><span style="color: silver">'''Kill'''</span> -> Destroy (only entity, not given items) || <span style="color: slategray">''Target -> nothing''</span><br /><span style="color: lightblue">'''Kill Target'''</span> -> OnEquipModify (<span style="color: deepskyblue">'''Destroy'''</span>) |
|- | |- | ||
− | |game_player_hurt || <span style="color: green">'''On'''</span>, | + | |[[game_player_hurt]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Apply damage<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnDamageDeal (<span style="color: deepskyblue">'''Same as Received'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnDamageDeal (<span style="color: deepskyblue">'''Destroy'''</span>) |
|- | |- | ||
− | |game_score || <span style="color: green">'''On'''</span>, | + | |[[game_score]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Apply points<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing''</span><br /><span style="color: slategray">''Kill Target -> nothing''</span> |
|- | |- | ||
− | |game_slot_counter || <span style="color: gray">''<N/A>''</span> || <span style="color: lightblue">'''Target'''</span> | + | |[[game_slot_counter]] || <span style="color: gray">''<N/A>''</span> || <span style="color: lightblue">'''Target'''</span> -> <Not Tested><br /><span style="color: lightblue">'''Kill Target'''</span> -> <Not Tested> |
|- | |- | ||
− | |game_text || <span style="color: green">'''On'''</span>, | + | |[[game_text]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Show text (override previous text on the same channel)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (remove entity but leave the text effect) || <span style="color: lightblue">'''Target'''</span> -> OnDisplayText (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnDisplayText (<span style="color: deepskyblue">'''Destroy'''</span>) |
|- | |- | ||
− | |gibshooter || <span style="color: green">'''On'''</span>, | + | |[[gibshooter]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Spawn gibs (not while spawning)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (only emitter is removed, gibs still exist) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |info_bigmomma || <span style="color: slategray">''On, | + | |[[info_bigmomma]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy node || <span style="color: lightblue">'''Fire on Approach'''</span> -> OnReachNode (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |info_null || <span style="color: slategray">''On, | + | |[[info_null]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy node || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |info_player_deathmatch || <span style="color: green">'''On'''</span> | + | |[[info_player_deathmatch]] || <span style="color: green">'''On'''</span> -> Enable spawnpoint<br /><span style="color: gold">'''Toggle'''</span> -> Enable/Disable spawnpoint<br /><span style="color: red">'''Off'''</span> -> Disable spawnpoint<br /><span style="color: silver">'''Kill'''</span> -> Destroy (players can't spawn here anymore) || <span style="color: lightblue">'''Target'''</span> -> OnSpawned (<span style="color: deepskyblue">'''Trigger State Value'''</span>)<br /><only if <span style="color: olive">'''Trigger on Spawn'''</span> selected> |
|- | |- | ||
− | |info_target || <span style="color: slategray">''On, | + | |[[info_target]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy, may cause crash (entities targetting it won't lose this point as a target) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |info_teleport_destination || <span style="color: slategray">''On, | + | |[[info_teleport_destination]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy destination || <span style="color: lightblue">'''Target'''</span> -> OnSpawned (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><only if <span style="color: olive">'''Trigger on Arrival'''</span> selected> |
|- | |- | ||
− | | | + | |all items_<br /><br />except following: || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> (!activator) Pick up (if possible)<br /><span style="color: slategray">''Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy (remove item, it won't respawn) || <span style="color: lightblue">'''Target'''</span> -> OnPickedUp (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: slategray">''Kill Target -> nothing''</span> |
|- | |- | ||
− | |item_airtank || <span style="color: slategray">''On, | + | |[[item_airtank]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy item || <span style="color: lightblue">'''Target'''</span> -> OnTouched (<span style="color: deepskyblue">'''Toggle'''</span>)<br /> OnAirEnd (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnTouched (<span style="color: deepskyblue">'''Destroy'''</span>) |
|- | |- | ||
− | |item_generic || <span style="color: slategray">''On, | + | |[[item_generic]] || <span style="color: slategray">''On, Toggle, Off, Kill -> nothing''</span> || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |item_inventory || <span style="color: green">'''On'''</span> | + | |[[item_inventory]] || <span style="color: green">'''On'''</span> -> (!activator) Pick up (if possible)<br /><span style="color: gold">'''Toggle'''</span> -> Pick up/drop item<br /><span style="color: red">'''Off'''</span> -> Force Drop Item<br /><span style="color: silver">'''Kill'''</span> -> Destroy (remove from inventory if equipped) || <span style="color: lightblue">'''All Target'''</span> -> Different <span style="color: tomato">'''Target'''</span> Fields (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |light || <span style="color: green">'''On'''</span> | + | |[[light]] || <span style="color: green">'''On'''</span> -> Turn light on<br /><span style="color: gold">'''Toggle'''</span> -> Toggle light<br /><span style="color: red">'''Off'''</span> -> Turn light off<br /><span style="color: silver">'''Kill'''</span> -> Destroy (lightstyle won't be turned off) || <span style="color: slategray">''Target -> nothing, makes light untoggleable''</span> |
|- | |- | ||
− | |light_environment || <span style="color: green">'''On'''</span> | + | |[[light_environment]] || <span style="color: green">'''On'''</span> -> Turn light on (-noskyfix required)<br /><span style="color: gold">'''Toggle'''</span> -> Toggle light (-noskyfix required)<br /><span style="color: red">'''Off'''</span> -> Turn light off (-noskyfix required)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (lightstyle won't be turned off) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |light_spot || <span style="color: green">'''On'''</span> | + | |[[light_spot]] || <span style="color: green">'''On'''</span> -> Turn light on<br /><span style="color: gold">'''Toggle'''</span> -> Toggle light<br /><span style="color: red">'''Off'''</span> -> Turn light off<br /><span style="color: silver">'''Kill'''</span> -> Destroy (lightstyle won't be turned off) || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |all monsters_<br /><br /><br />except following: || <span style="color: green">'''On'''</span> | + | |all monsters_<br /><br /><br />except following: || <span style="color: green">'''On'''</span> -> Enable monster (only with Start Inactive flag)<br /><span style="color: gold">'''Toggle'''</span> -> Disable/Enable monster (only with Start Inactive flag)<br /><span style="color: red">'''Off'''</span> -> Disable monster (only with Start Inactive flag)<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing (used for something else)''</span><br /><span style="color: lightblue">'''Trigger Condition Target'''</span> -> <br />Depends on <span style="color: tomato">'''Trigger Condition'''</span> setting (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |all _repelling monsters || <span style="color: green">'''On'''</span>, | + | |all _repelling monsters || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Repelling<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |monster_satchel || <span style="color: green">'''On'''</span>, | + | |[[monster_satchel]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Detonate<br /><span style="color: silver">'''Kill'''</span> -> Destroy (it won't explode, laser stays- it's a bug) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |monstermaker || <span style="color: green">'''On'''</span> | + | |[[monstermaker]] || <span style="color: green">'''On'''</span> -> Turn spawner on/single spawn (<span style="color: olive">'''Cyclic'''</span> mode only)<br /><span style="color: gold">'''Toggle'''</span> -> Toggle spawner/single spawn (<span style="color: olive">'''Cyclic'''</span> mode only)<br /><span style="color: red">'''Off'''</span> -> Turn spawner off/single spawn (<span style="color: olive">'''Cyclic'''</span> mode only)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (it won't kill spawned entities) || <span style="color: lightblue">'''Target'''</span> -> OnSpawnMonster (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |multi_manager || <span style="color: green">'''On'''</span>, | + | |[[multi_manager]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Run<br /><span style="color: silver">'''Kill'''</span> -> Destroy (also terminate all running actions) || <span style="color: lightblue">'''Value'''</span> -> OnTrigger (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Value with '#0' ending'''</span> -> OnTrigger (<span style="color: deepskyblue">'''Off'''</span>)<br /><span style="color: lightblue">'''Value with '#1' ending'''</span> -> OnTrigger (<span style="color: deepskyblue">'''On'''</span>)<br /><span style="color: lightblue">'''Value with '#2' ending'''</span> -> OnTrigger (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |multisource || | + | |[[multisource]] || All <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> but only "target" inputs -> Trigger/Unlock<br /><span style="color: silver">'''Kill'''</span> -> Destroy (don't use it on multisource)<br /><span style="color: magenta">'''Reset'''</span> (func_button only) -> Lock || <span style="color: lightblue">'''Target'''</span> -> OnEveryInputReceived (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''@Slave*'''</span> -> OnEveryInputReceived (<span style="color: deepskyblue">'''Unlock'''</span>)<br /><span style="color: lightblue">'''@Slave*'''</span> -> OnAnyInputMissing (<span style="color: deepskyblue">'''Lock'''</span>) |
|- | |- | ||
− | |op4mortar || <span style="color: green">'''On'''</span>-> Shot the mortar<br /><span style="color: slategray">''Toggle, | + | |[[op4mortar]] || <span style="color: green">'''On'''</span>-> Shot the mortar<br /><span style="color: slategray">''Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |path_corner || <span style="color: slategray">''On, | + | |[[path_corner]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy (object stops if heading this path_corner) || Fire On Arrive -> OnArrive (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''@Wait For Retrigger'''</span> -> OnArrive (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |path_track || <span style="color: green">'''On'''</span> | + | |[[path_track]] || <span style="color: green">'''On'''</span> -> Enable path (revert <span style="color: tomato">'''Branch Path'''</span> if already opened)<br /><span style="color: gold">'''Toggle'''</span> -> Enable/Disable path (use/revert <span style="color: tomato">'''Branch Path'''</span>)<br /><span style="color: red">'''Off'''</span> -> Disable path (use <span style="color: tomato">'''Branch Path'''</span> if specified)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (train behave like it was moved to map center) || <span style="color: lightblue">'''Fire On Pass'''</span> -> OnPassThrough (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Fire On Dead End'''</span> -> OnDeadEnd (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |player_weaponstrip || <span style="color: green">'''On'''</span>, | + | |[[player_weaponstrip]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> StripWeapons<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |scripted_sentence || <span style="color: green">'''On'''</span>, | + | |[[scripted_sentence]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> SpeakSentence<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnArrive (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |scripted_sequence || <span style="color: green">'''On'''</span>, | + | |[[scripted_sequence]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Start action animation (also toggle idle)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (also stop idle/action animation) || <span style="color: lightblue">'''Target'''</span> -> OnEndAnimation (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnEndAnimation (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |speaker || <span style="color: green">'''On'''</span> | + | |[[speaker]] || <span style="color: green">'''On'''</span> -> Enable announcer<br /><span style="color: gold">'''Toggle'''</span> -> Disable/Enable announcer<br /><span style="color: red">'''Off'''</span> -> Disable announcer<br /><span style="color: silver">'''Kill'''</span> -> Destroy (sound already played won't be removed) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |squadmaker || <span style="color: green">'''On'''</span> | + | |[[squadmaker]] || <span style="color: green">'''On'''</span> -> Turn spawner on/single spawn (<span style="color: olive">'''Cyclic'''</span> mode only)<br /><span style="color: gold">'''Toggle'''</span> -> Toggle spawner/single spawn (<span style="color: olive">'''Cyclic'''</span> mode only)<br /><span style="color: red">'''Off'''</span> -> Turn spawner off/single spawn (<span style="color: olive">'''Cyclic'''</span> mode only)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (it won't kill spawned entities) || <span style="color: lightblue">'''Target'''</span> -> OnSpawnMonster (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Trigger Condition Target'''</span> -> <br />Depends on <span style="color: tomato">'''Trigger Condition'''</span> setting (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |target_cdaudio || <span style="color: green">'''On'''</span>, | + | |[[target_cdaudio]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Play track<br /><span style="color: silver">'''Kill'''</span> -> Destroy (music still playing) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |trigger_auto || <span style="color: gray">''<N/A>''</span> || <span style="color: lightblue">'''Target'''</span> | + | |[[trigger_auto]] || <span style="color: gray">''<N/A>''</span> || <span style="color: lightblue">'''Target'''</span> -> OnMapStart (<span style="color: deepskyblue">'''Trigger State Value'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnMapStart (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |trigger_camera || <span style="color: green">'''On'''</span> | + | |[[trigger_camera]] || <span style="color: green">'''On'''</span> -> Turn camera on<br /><span style="color: gold">'''Toggle'''</span> -> Turn camera on/off<br /><span style="color: red">'''Off'''</span> -> Turn camera off<br /><span style="color: silver">'''Kill'''</span> -> Destroy (camera view still remains and never expires) || <span style="color: lightblue">'''Target'''</span> -> OnCameraFinished (<span style="color: deepskyblue">'''Toggle'''</span>), <br />used also for targeting view.<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnCameraFinished (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |trigger_change_class || <span style="color: green">'''On'''</span>, | + | |[[trigger_change_class]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> Change classification<br /><span style="color: slategray">''Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |trigger_changemaxammo || <span style="color: green">'''On'''</span>, | + | |[[trigger_changemaxammo]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Modify ammo limits<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |trigger_changemodel || <span style="color: green">'''On'''</span>, | + | |[[trigger_changemodel]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Change model<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |trigger_changetarget || <span style="color: green">'''On'''</span>, | + | |[[trigger_changetarget]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Change target<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing (used for something else)''</span><br /><span style="color: slategray">''Kill Target -> nothing''</span> |
|- | |- | ||
− | |trigger_changevalue || <span style="color: green">'''On'''</span>, | + | |[[trigger_changevalue]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Change value<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Trigger after action'''</span> -> OnTrigger (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |trigger_condition || <span style="color: green">'''On'''</span> | + | |[[trigger_condition]] || <span style="color: green">'''On'''</span> -> Compare once/turn constant comparator on<br /><span style="color: gold">'''Toggle'''</span> -> Compare once/turn constant comparator on/off<br /><span style="color: red">'''Off'''</span> -> Turn constant comparator off<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target for 'true'-case'''</span> -> OnTrue (<span style="color: deepskyblue">'''Toggle'''</span>)/<br /> -> OnEveryTickIsTrue** (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Target for 'false'-case'''</span> -> OnFalse (<span style="color: deepskyblue">'''Toggle'''</span>)/<br /> -> OnEveryTickIsFalse** (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |trigger_copyvalue || <span style="color: green">'''On'''</span> | + | |[[trigger_copyvalue]] || <span style="color: green">'''On'''</span> -> Copy once/turn constant copier on<br /><span style="color: gold">'''Toggle'''</span> -> Copy once/turn constant copier on/off<br /><span style="color: red">'''Off'''</span> -> Copy once/turn constant copier off<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Trigger after action'''</span> -> OnTrigger (<span style="color: deepskyblue">'''Toggle'''</span>)/<br /> -> OnEveryTick** (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |trigger_createentity || <span style="color: green">'''On'''</span>, | + | |[[trigger_createentity]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Spawn entity<br /><span style="color: silver">'''Kill'''</span> -> Destroy (it won't kill spawned entities) || <span style="color: lightblue">'''Target'''</span> -> OnSpawnEntity (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnChildActivated (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |trigger_cyclicobserver || <span style="color: green">'''On'''</span>, | + | |[[trigger_cyclicobserver]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Apply settings<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnEntityTriggered (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |trigger_entity_iterator || <span style="color: green">'''On'''</span> | + | |[[trigger_entity_iterator]] || <span style="color: green">'''On'''</span> -> Reset/Start iterating<br /><span style="color: gold">'''Toggle'''</span> -> Start/Stop iterating<br /><span style="color: red">'''Off'''</span> -> Stop iterating<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Entity's Trigger<span style="color: tomato">''' Target'''</span>'''</span> -> ForceTrigger- BySpecifiedCaller (<span style="color: deepskyblue">'''Trigger State Value'''</span>)<br /><span style="color: lightblue">'''Trigger at end of each Run'''</span> -> OnIterationFinished (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |trigger_hurt_remote || <span style="color: green">'''On'''</span> | + | |[[trigger_hurt_remote]] || <span style="color: green">'''On'''</span> -> Hurt once/turn <span style="color: olive">'''Constant'''</span> mode on<br /><span style="color: gold">'''Toggle'''</span> -> Hurt once/toggle <span style="color: olive">'''Constant'''</span> mode<br /><span style="color: red">'''Off'''</span> -> Turn <span style="color: olive">'''Constant'''</span> mode off<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |trigger_numericdisplay || <span style="color: green">'''On'''</span> | + | |[[trigger_numericdisplay]] || <span style="color: green">'''On'''</span> -> Trigger once (<span style="color: olive">'''Cyclic'''</span> mode only)/turn on<br /><span style="color: gold">'''Toggle'''</span> -> Trigger once (<span style="color: olive">'''Cyclic'''</span> mode only)/toggle<br /><span style="color: red">'''Off'''</span> -> Trigger once (<span style="color: olive">'''Cyclic'''</span> mode only)/turn off<br /><span style="color: silver">'''Kill'''</span> -> Destroy counter (last registered numbers stay displayed) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |trigger_random || <span style="color: green">'''On'''</span>, | + | |[[trigger_random]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Pick target/toggle timer (<span style="color: olive">'''Timed'''</span> mode only)<br /><span style="color: silver">'''Kill'''</span> -> Destroy || Target (picked 1-16) -> OnTrigger (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |trigger_relay || <span style="color: green">'''On'''</span>, | + | |[[trigger_relay]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Trigger target<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnTrigger (<span style="color: deepskyblue">'''Trigger State Value'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnTrigger (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |trigger_renameplayer || <span style="color: green">'''On'''</span>, | + | |[[trigger_renameplayer]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> (!activator) Rename <br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |trigger_respawn || <span style="color: green">'''On'''</span>, | + | |[[trigger_respawn]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Respawn players<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |trigger_setcvar || <span style="color: green">'''On'''</span>, | + | |[[trigger_setcvar]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> Execute command<br /><span style="color: slategray">''Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnExecute (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |trigger_setorigin || <span style="color: green">'''On'''</span>, | + | |[[trigger_setorigin]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> Set origin/turn constant origin set on<br /><span style="color: red">'''Off'''</span> -> Turn constant origin set off<br /><span style="color: silver">'''Kill'''</span> -> Destroy (constantly positioned entities are dropped) || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |trigger_track_goal || <span style="color: green">'''On'''</span>, | + | |[[trigger_track_goal]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Call train to specified location<br /><span style="color: silver">'''Kill'''</span> -> Destroy (train still moves to demanded path) || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |trigger_vote || <span style="color: green">'''On'''</span>, | + | |[[trigger_vote]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Start Vote<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Yes<span style="color: tomato">''' Target'''</span>'''</span> -> OnEndVote (<span style="color: deepskyblue">'''On'''</span>)<br /><span style="color: lightblue">'''No<span style="color: tomato">''' Target'''</span>'''</span> -> OnEndVote (<span style="color: deepskyblue">'''On'''</span>)<br /><span style="color: lightblue">'''No Vote<span style="color: tomato">''' Target'''</span>'''</span> -> OnEndVote (<span style="color: deepskyblue">'''On'''</span>) |
|- | |- | ||
− | | | + | |all weapon_ || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> (!activator) Pick up (if possible)<br /><span style="color: slategray">''Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy (remove item, it won't respawn) || <span style="color: lightblue">'''Target'''</span> -> OnPickedUp (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnPickedUp (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |weaponbox || <span style="color: slategray">''On, | + | |[[weaponbox]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy item || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | | | + | |all xen_ || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |button_target || <span style="color: green">'''On'''</span> | + | |[[button_target]] || <span style="color: green">'''On'''</span> -> Press on (manually added targetname)<br /><span style="color: gold">'''Toggle'''</span> -> Toggle (manually added targetname)<br /><span style="color: red">'''Off'''</span> -> Press off (manually added targetname)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (manually added targetname) || <span style="color: lightblue">'''Target'''</span> -> OnDamagedPressed (<span style="color: deepskyblue">'''On/Off Switch'''</span>)<br />(On, then Off, then On, then Off e.t.c.<br />reserved when <span style="color: olive">'''Start On'''</span> selected) |
|- | |- | ||
− | |env_bubbles || <span style="color: green">'''On'''</span> | + | |[[env_bubbles]] || <span style="color: green">'''On'''</span> -> Turn on/reset<br /><span style="color: gold">'''Toggle'''</span> -> Toggle<br /><span style="color: red">'''Off'''</span> -> Turn off<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_breakable || <span style="color: green">'''On'''</span>, | + | |[[func_breakable]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Break<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnBreak (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnBreak (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |func_button || <span style="color: green">'''On'''</span>, | + | |[[func_button]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Press on/toggle<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnPressed (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnPressed (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |func_clip || <span style="color: green">'''On'''</span>, | + | |[[func_clip]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> Enable<br /><span style="color: red">'''Off'''</span> -> Disable<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_conveyor || <span style="color: green">'''On'''</span>, | + | |[[func_conveyor]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Revert conveyor<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_door<br />func_door_rotating || <span style="color: green">'''On'''</span> | + | |[[func_door]]<br />[[func_door_rotating]] || <span style="color: green">'''On'''</span> -> Open if Closed/Open<span style="color: magenta">'''*'''</span> (with Toggle flag selected)<br /><span style="color: gold">'''Toggle'''</span> -> Open if Closed/Toggle if not moving (Toggle flag)<br /><span style="color: slategray">''Off -> nothing/Close* (with Toggle flag selected)''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy<br /><span style="color: magenta">'''*'''</span>depends on <span style="color: tomato">'''Obey Trigger Mode'''</span> keyvalue (Toggle enabled):<br /> -No: On and Off works like Toggle<br /> -Yes: like above, but On only opens and Off only closes<br /> -Yes, even if currently moving: like above, force close/open || <span style="color: lightblue">'''Target'''</span> -> OnFullyOpen/Closed (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnOpen (<span style="color: deepskyblue">'''Kill'''</span>)<br /><span style="color: sandybrown">'''**Fire On Open'''</span> -> OnFullyOpen (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: sandybrown">'''**Fire On Close'''</span> -> OnClosed (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Fire On Open'''</span> Start -> OnStartOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Open'''</span> End-> OnEndOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> Start -> OnStartClosing (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> End-> OnEndClosing (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Break'''</span> -> OnBreak (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><br />*Where <span style="color: lightblue">'''TS'''</span> is corresponding Trigger State keyvalue<br /><span style="color: sandybrown">'''**'''</span>Obsolete |
|- | |- | ||
− | |func_friction || <span style="color: slategray">''On, | + | |[[func_friction]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy (manually added targetname) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_guntarget || <span style="color: green">'''On'''</span>, | + | |[[func_guntarget]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> Start moving<br /><span style="color: slategray">''Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || Fire on damage -> OnAllDamageTake (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |func_healthcharger || <span style="color: green">'''On'''</span>, | + | |[[func_healthcharger]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Heal by one (manually added targetname)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (manually added targetname) || <span style="color: lightblue">'''Trigger On Empty'''</span> -> OnEmpty (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Trigger On Recharged'''</span> -> OnRecharged (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |func_illusionary || <span style="color: slategray">''On, | + | |[[func_illusionary]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_ladder || <span style="color: green">'''On'''</span> | + | |[[func_ladder]] || <span style="color: green">'''On'''</span> -> Enable climb<br /><span style="color: gold">'''Toggle'''</span> -> Toggle climb<br /><span style="color: red">'''Off'''</span> -> Disable climb<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_mirror || <span style="color: green">'''On'''</span> | + | |[[func_mirror]] || <span style="color: green">'''On'''</span> -> Enable mirror<br /><span style="color: gold">'''Toggle'''</span> -> Toggle mirror<br /><span style="color: red">'''Off'''</span> -> Disable mirror<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing ''</span> |
|- | |- | ||
− | |func_monitor || <span style="color: green">'''On'''</span> | + | |[[func_monitor]] || <span style="color: green">'''On'''</span> -> Enable monitor<br /><span style="color: gold">'''Toggle'''</span> -> Toggle monitor (brush still renders when turned off)<br /><span style="color: red">'''Off'''</span> -> Disable monitor (brush still renders)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (brush is removed completely) || <span style="color: slategray">''Target -> nothing (used for something else) ''</span> |
|- | |- | ||
− | |func_monsterclip || <span style="color: green">'''On'''</span> | + | |[[func_monsterclip]] || <span style="color: green">'''On'''</span> -> Enable clip<br /><span style="color: gold">'''Toggle'''</span> -> Toggle clip<br /><span style="color: red">'''Off'''</span> -> Disable clip<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_mortar_field || <span style="color: green">'''On'''</span>, | + | |[[func_mortar_field]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Call mortar strike<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_op4mortarcontroller || <span style="color: slategray">''On, | + | |[[func_op4mortarcontroller]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy (manually added targetname) || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |func_pendulum || <span style="color: green">'''On'''</span>, | + | |[[func_pendulum]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Toggle swing<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_plat || <span style="color: green">'''On'''</span> | + | |[[func_plat]] || <span style="color: green">'''On'''</span> -> Enable/Move forward (with Toggle flag selected)<br /><span style="color: gold">'''Toggle'''</span> -> Enable/Move (with Toggle flag selected)<br /><span style="color: red">'''Off'''</span> -> Enable/Move backward (with Toggle flag selected)<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <N/A><br /><span style="color: lightblue">'''Fire On Open'''</span> Start -> OnStartOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Open'''</span> End-> OnEndOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> Start -> OnStartClosing (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> End-> OnEndClosing (<span style="color: lightblue">'''TS*'''</span>)<br />*Where <span style="color: lightblue">'''TS'''</span> is corresponding Trigger State keyvalue |
|- | |- | ||
− | |func_platrot || <span style="color: green">'''On'''</span> | + | |[[func_platrot]] || <span style="color: green">'''On'''</span> -> Enable/Move forward (with Toggle flag selected)<br /><span style="color: gold">'''Toggle'''</span> -> Enable/Move (with Toggle flag selected)<br /><span style="color: red">'''Off'''</span> -> Enable/Move backward (with Toggle flag selected)<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <N/A><br /><span style="color: lightblue">'''Fire On Open'''</span> Start -> OnStartOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Open'''</span> End-> OnEndOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> Start -> OnStartClosing (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> End-> OnEndClosing (<span style="color: lightblue">'''TS*'''</span>)<br />*Where <span style="color: lightblue">'''TS'''</span> is corresponding Trigger State keyvalue |
|- | |- | ||
− | |func_portal || <span style="color: green">'''On'''</span> | + | |[[func_portal]] || <span style="color: green">'''On'''</span> -> Enable portal<br /><span style="color: gold">'''Toggle'''</span> -> Toggle portal<br /><span style="color: red">'''Off'''</span> -> Disable portal<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |func_pushable || <span style="color: green">'''On'''</span>, | + | |[[func_pushable]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Synchronized push<span style="color: deepskyblue">'''***'''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnBreak (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnBreak (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |func_recharge || <span style="color: green">'''On'''</span>, | + | |[[func_recharge]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Charge by one (manually added targetname)<br /><span style="color: silver">'''Kill'''</span> -> Destroy (manually added targetname) || <span style="color: lightblue">'''Trigger On Empty'''</span> -> OnEmpty (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Trigger On Recharged'''</span> -> OnRecharged (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |func_rot_button || <span style="color: green">'''On'''</span>, | + | |[[func_rot_button]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Press on/toggle<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnPressed (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnPressed (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |func_rotating || <span style="color: green">'''On'''</span> | + | |[[func_rotating]] || <span style="color: green">'''On'''</span> -> Start moving<span style="color: magenta">'''*'''</span><br /><span style="color: gold">'''Toggle'''</span> -> Start/Stop moving<br /><span style="color: red">'''Off'''</span> -> Stop moving<span style="color: magenta">'''*'''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy<br /><span style="color: magenta">'''*'''</span>depends on <span style="color: tomato">'''Obey Trigger Mode'''</span> keyvalue:<br /> -No: On and Off works like Toggle<br /> -Yes: like above, but On starts and Off only stops the rotating || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_tank || <span style="color: green">'''On'''</span>, | + | |[[func_tank]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> Take control (not every '!caller' works)<br /><span style="color: slategray">''Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnFireWhenControlled (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |func_tankcontrols || <span style="color: green">'''On'''</span>, | + | |[[func_tankcontrols]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> Take control (manually added targetname)<br /><span style="color: slategray">''Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy (manually added targetname) || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |func_tanklaser || <span style="color: green">'''On'''</span>, | + | |[[func_tanklaser]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> Take control (not every '!caller' works)<br /><span style="color: slategray">''Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnFireWhenControlled (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |func_tankmortar || <span style="color: green">'''On'''</span>, | + | |[[func_tankmortar]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> Take control (not every '!caller' works)<br /><span style="color: slategray">''Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnFireWhenControlled (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |func_tankrocket || <span style="color: green">'''On'''</span>, | + | |[[func_tankrocket]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span> -> Take control (not every '!caller' works)<br /><span style="color: slategray">''Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnFireWhenControlled (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |func_trackautochange || <span style="color: green">'''On'''</span> | + | |[[func_trackautochange]] || <span style="color: green">'''On'''</span> -> Stop train movement (one path after track travel)<br /><span style="color: gold">'''Toggle'''</span> -> Toggle train movement (one path after track travel)<br /><span style="color: red">'''Off'''</span> -> Start train movement (one path after track travel)<br /><span style="color: silver">'''Kill'''</span> -> Destroy platform (train won't travel further)<br />Triggering platform won't move platform itself, also strange behavior may occur when triggering func_trackautochange. || <span style="color: sandybrown">'''**Fire On Open'''</span> -> OnFullyOpen (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: sandybrown">'''**Fire On Close'''</span> -> OnClosed (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Fire On Open'''</span> Start -> OnStartOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Open'''</span> End-> OnEndOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> Start -> OnStartClosing (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> End-> OnEndClosing (<span style="color: lightblue">'''TS*'''</span>)<br /><br />*Where <span style="color: lightblue">'''TS'''</span> is corresponding Trigger State keyvalue<br /><span style="color: sandybrown">'''**'''</span>Obsolete |
|- | |- | ||
− | |func_trackchange || <span style="color: green">'''On'''</span>, | + | |[[func_trackchange]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Move platform up/down<br /><span style="color: silver">'''Kill'''</span> -> Destroy<br />If tracktrain is on platform it will travel with it as well. || <span style="color: sandybrown">'''**Fire On Open'''</span> -> OnFullyOpen (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: sandybrown">'''**Fire On Close'''</span> -> OnClosed (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Fire On Open'''</span> Start -> OnStartOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Open'''</span> End-> OnEndOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> Start -> OnStartClosing (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> End-> OnEndClosing (<span style="color: lightblue">'''TS*'''</span>)<br /><br />*Where <span style="color: lightblue">'''TS'''</span> is corresponding Trigger State keyvalue<br /><span style="color: sandybrown">'''**'''</span>Obsolete |
|- | |- | ||
− | |func_tracktrain || <span style="color: green">'''On'''</span> | + | |[[func_tracktrain]] || <span style="color: green">'''On'''</span> -> Start moving<br /><span style="color: gold">'''Toggle'''</span> -> Start/Stop moving<br /><span style="color: red">'''Off'''</span> -> Stop moving<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_train || <span style="color: green">'''On'''</span> | + | |[[func_train]] || <span style="color: green">'''On'''</span> -> Start moving<span style="color: magenta">'''*'''</span><br /><span style="color: gold">'''Toggle'''</span> -> Start/Stop moving<br /><span style="color: red">'''Off'''</span> -> Stop moving<span style="color: magenta">'''*'''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy<br /><span style="color: magenta">'''*'''</span>depends on <span style="color: tomato">'''Obey Trigger Mode'''</span> keyvalue:<br /> -No: On and Off works like Toggle<br /> -Yes: like above, but On starts and Off only stops the train || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_traincontrols || <span style="color: gray">''<N/A>''</span> || <span style="color: slategray">''Target -> nothing (used for something else)''</span> | + | |[[func_traincontrols]] || <span style="color: gray">''<N/A>''</span> || <span style="color: slategray">''Target -> nothing (used for something else)''</span> |
|- | |- | ||
− | |func_wall || <span style="color: green">'''On'''</span> | + | |[[func_wall]] || <span style="color: green">'''On'''</span> -> Turn Animated texture off (+'NUM' to +A state)<span style="color: deepskyblue">'''****'''</span><br /><span style="color: gold">'''Toggle'''</span> -> Start/Stop moving (toggle +'NUM'/+A state)<span style="color: deepskyblue">'''****'''</span><br /><span style="color: red">'''Off'''</span> -> Turn Animated texture on (+A to +'NUM' state)<span style="color: deepskyblue">'''****'''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_wall_toggle || <span style="color: green">'''On'''</span> | + | |[[func_wall_toggle]] || <span style="color: green">'''On'''</span> -> Turn on<br /><span style="color: gold">'''Toggle'''</span> -> Toggle<br /><span style="color: red">'''Off'''</span> -> Turn off<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |func_water || <span style="color: green">'''On'''</span> | + | |[[func_water]] || <span style="color: green">'''On'''</span> -> Open if Closed/Open<span style="color: magenta">'''*'''</span> (with Toggle flag selected)<br /><span style="color: gold">'''Toggle'''</span> -> Open if Closed/Toggle if not moving (Toggle flag)<br /><span style="color: slategray">''Off -> nothing/Close* (with Toggle flag selected)''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy<br /><span style="color: magenta">'''*'''</span>depends on <span style="color: tomato">'''Obey Trigger Mode'''</span> keyvalue (Toggle enabled):<br /> -No: On and Off works like Toggle<br /> -Yes: like above, but On only opens and Off only closes<br /> -Yes, even if currently moving: like above, force close/open || <span style="color: lightblue">'''Target'''</span> -> OnFullyOpen/Closed (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnOpen (<span style="color: deepskyblue">'''Kill'''</span>)<br /><span style="color: sandybrown">'''**Fire On Open'''</span> -> OnFullyOpen (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: sandybrown">'''**Fire On Close'''</span> -> OnClosed (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Fire On Open'''</span> Start -> OnStartOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Open'''</span> End-> OnEndOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> Start -> OnStartClosing (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> End-> OnEndClosing (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Break'''</span> -> OnBreak (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><br />*Where <span style="color: lightblue">'''TS'''</span> is corresponding Trigger State keyvalue<br /><span style="color: sandybrown">'''**'''</span>Obsolete |
|- | |- | ||
− | |game_zone_player || <span style="color: green">'''On'''</span> | + | |[[game_zone_player]] || <span style="color: green">'''On'''</span> -> Check players presence and trigger the targets<br /><span style="color: gold">'''Toggle'''</span> -> Check players presence and trigger the targets<br /><span style="color: red">'''Off'''</span> -> Check players presence and trigger the targets<br /><span style="color: silver">'''Kill'''</span> -> Destroy<br />Entity passes those input to targets, sets players to '!activator' || Target for IN players -> <br />OnTriggerPlayersInside (<span style="color: deepskyblue">'''Same as Received'''</span>)<br /><span style="color: lightblue">'''Target for OUT players'''</span> -> <br />OnTriggerPlayersOutside (<span style="color: deepskyblue">'''Same as Received'''</span>) |
|- | |- | ||
− | |momentary_door || <span style="color: green">'''On'''</span> | + | |[[momentary_door]] || <span style="color: green">'''On'''</span> -> Open if Closed/Open<span style="color: magenta">'''*'''</span> (with Toggle flag selected)<br /><span style="color: gold">'''Toggle'''</span> -> Open if Closed/Toggle if not moving (Toggle flag)<br /><span style="color: slategray">''Off -> nothing/Close* (with Toggle flag selected)''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy<br /><span style="color: magenta">'''*'''</span>depends on <span style="color: tomato">'''Obey Trigger Mode'''</span> keyvalue (Toggle enabled):<br /> -No: On and Off works like Toggle<br /> -Yes: like above, but On only opens and Off only closes<br /> -Yes, even if currently moving: like above, force close/open || <span style="color: lightblue">'''Target'''</span> -> OnFullyOpen/Closed (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnOpen (<span style="color: deepskyblue">'''Kill'''</span>)<br /><span style="color: sandybrown">'''**Fire On Open'''</span> -> OnFullyOpen (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: sandybrown">'''**Fire On Close'''</span> -> OnClosed (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Fire On Open'''</span> Start -> OnStartOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Open'''</span> End-> OnEndOpening (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> Start -> OnStartClosing (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Close'''</span> End-> OnEndClosing (<span style="color: lightblue">'''TS*'''</span>)<br /><span style="color: lightblue">'''Fire On Break'''</span> -> OnBreak (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><br />*Where <span style="color: lightblue">'''TS'''</span> is corresponding Trigger State keyvalue<br /><span style="color: sandybrown">'''**'''</span>Obsolete |
|- | |- | ||
− | |momentary_rot_button || <span style="color: green">'''On'''</span>, | + | |[[momentary_rot_button]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Press once<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> Used for something else, however triggers target repeatedly on turning (<span style="color: deepskyblue">'''Toggle'''</span>) |
|- | |- | ||
− | |player_respawn_zone || <span style="color: green">'''On'''</span>, | + | |[[player_respawn_zone]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Respawn<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |trigger_cameratarget || <span style="color: green">'''On'''</span> | + | |[[trigger_cameratarget]] || <span style="color: green">'''On'''</span> -> Turn clickability on<br /><span style="color: gold">'''Toggle'''</span> -> Toggle clickability<br /><span style="color: red">'''Off'''</span> -> Turn clickability off<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Click<span style="color: tomato">''' Target'''</span>'''</span> (left/right/third) -> <br />Depends on <span style="color: tomato">'''Click Action'''</span> setting |
|- | |- | ||
− | |trigger_cdaudio || <span style="color: green">'''On'''</span>, | + | |[[trigger_cdaudio]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Play track<br /><span style="color: silver">'''Kill'''</span> -> Destroy (music still playing) || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |trigger_changelevel || <span style="color: green">'''On'''</span>, | + | |[[trigger_changelevel]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Change level<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |trigger_gravity || <span style="color: slategray">''On, | + | |[[trigger_gravity]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy (changed gravity won't be reset) || <span style="color: slategray">''Target -> nothing''</span><br /><span style="color: slategray">''Kill Target -> nothing''</span> |
|- | |- | ||
− | |trigger_hurt || <span style="color: green">'''On'''</span>, | + | |[[trigger_hurt]] || <span style="color: green">'''On'''</span>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Toggle trigger<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnDealDamage (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> (not listed) -> OnDealDamage (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |trigger_monsterjump || <span style="color: gray">''<N/A>''</span> || <span style="color: gray">''<N/A>''</span> | + | |[[trigger_monsterjump]] || <span style="color: gray">''<N/A>''</span> || <span style="color: gray">''<N/A>''</span> |
|- | |- | ||
− | |trigger_multiple || <span style="color: slategray">''On, | + | |[[trigger_multiple]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnTouch/OnEnter/OnExit (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnTouch (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |trigger_once || <span style="color: slategray">''On, | + | |[[trigger_once]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> -> OnTouch/OnEnter/OnExit (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Kill Target'''</span> -> OnTouch (<span style="color: deepskyblue">'''Kill'''</span>) |
|- | |- | ||
− | |trigger_push || <span style="color: slategray">''On, | + | |[[trigger_push]] || <span style="color: slategray">''On, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing''</span><br /><span style="color: slategray">''Kill Target -> nothing''</span> |
|- | |- | ||
− | |trigger_teleport || <span style="color: green">'''On'''</span> | + | |[[trigger_teleport]] || <span style="color: green">'''On'''</span> -> Turn teleport on<br /><span style="color: gold">'''Toggle'''</span> -> Toggle teleport<br /><span style="color: red">'''Off'''</span> -> Turn teleport off<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing (used for something else)''</span><br /><span style="color: slategray">''Kill Target -> nothing''</span> |
− | |} | + | |} |
+ | |||
+ | <small><pre> | ||
@ - prefix that marks entities that are reffering to this entity by this key/flag, but this entity is not reffering to them directly. | @ - 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. | *Slave - the entities which have this multisource as a "master". The "slave" term is not common, and has been used for formal purposes. | ||
Line 289: | Line 291: | ||
**** - 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). | **** - 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). | ||
</pre></small> | </pre></small> | ||
+ | |||
+ | [[Category:Mapping]] |
Latest revision as of 17:00, 17 March 2023
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).