Difference between revisions of "Mapping/I/O Reaction Reference"

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(Added links to entity pages in entity name column)
m (Erty moved page I/O Reaction Reference to Mapping/I/O Reaction Reference: Moved to Mapping section)
 
(No difference)

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).