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

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(Undo revision 869 by Erty (talk))
Tag: Undo
(Added mapping category, second formatting pass)
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|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> -> 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>
+
|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>
+
|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>, <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 || <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, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy (remove emitter and fog) || <span style="color: gray">''<N/A>''</span>
+
|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> -> 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_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>, <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_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>, <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_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>, <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_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>, <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_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> -> 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_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>, <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_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>, <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) || Global State to Set -> OnTrigger (<span style="color: deepskyblue">'''SetGlobalViariable'''</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, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span>
+
|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> -> 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_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>, <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 || <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> -> 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_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>, <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_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>, <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_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>, <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_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>, <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_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>, <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_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> -> 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_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> -> 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_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>, <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>
+
|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>, <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) || <span style="color: lightblue">'''Target'''</span> -> OnHitMax/OnOverMax (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnHitMax/OnOverMax (<span style="color: deepskyblue">'''Destroy'''</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>, <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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnValueSet (<span style="color: deepskyblue">'''Destroy'''</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>, <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_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: lightblue">'''Target'''</span> -> OnHitMin (<span style="color: deepskyblue">'''On'''</span>)<br />Max <span style="color: lightblue">'''Target'''</span> -> OnHitMax (<span style="color: deepskyblue">'''On'''</span>)
+
|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>, <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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnEquipModify (<span style="color: deepskyblue">'''Destroy'''</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>, <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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnDamageDeal (<span style="color: deepskyblue">'''Destroy'''</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>, <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_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> -> <Not Tested><br /><span style="color: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> <Not Tested>
+
|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>, <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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnDisplayText (<span style="color: deepskyblue">'''Destroy'''</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>, <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>
+
|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, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy node || Fire on Approach -> OnReachNode (<span style="color: deepskyblue">'''Toggle'''</span>)
+
|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, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy node || <span style="color: gray">''<N/A>''</span>
+
|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> -> 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 (Trigger State Value)<br /><only if <span style="color: olive">'''Trigger on Spawn'''</span> selected>
+
|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, 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_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, 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 Trigger on Arrival selected>
+
|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>
+
|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, 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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnTouched (<span style="color: deepskyblue">'''Destroy'''</span>)
+
|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, Toggle, Off, Kill -> nothing''</span> || <span style="color: gray">''<N/A>''</span>
+
|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> -> (!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) || All <span style="color: lightblue">'''Target'''</span> -> Different <span style="color: lightblue">'''Target'''</span> Fields (<span style="color: deepskyblue">'''Toggle'''</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> -> 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 || <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> -> 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_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> -> 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>
+
|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> -> 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: tomato">'''Trigger Condition'''</span> <span style="color: lightblue">'''Target'''</span> -> <br />Depends on <span style="color: tomato">'''Trigger Condition'''</span> setting (<span style="color: deepskyblue">'''Toggle'''</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>, <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>
+
|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>, <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>
+
|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> -> Turn spawner on/single spawn (Cyclic mode only)<br /><span style="color: gold">'''Toggle'''</span> -> Toggle spawner/single spawn (Cyclic mode only)<br /><span style="color: red">'''Off'''</span> -> Turn spawner off/single spawn (Cyclic 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>)
+
|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>, <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) || Value -> OnTrigger (<span style="color: deepskyblue">'''Toggle'''</span>)<br />Value with '#0' ending-> OnTrigger (Off)<br />Value with '#1' ending -> OnTrigger (<span style="color: deepskyblue">'''On'''</span>)<br />Value with '#2' ending -> OnTrigger (<span style="color: deepskyblue">'''Kill'''</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 || 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 />Reset (func_button only) -> Lock || <span style="color: lightblue">'''Target'''</span> -> OnEveryInputReceived (<span style="color: deepskyblue">'''Toggle'''</span>)<br />@Slave* -> OnEveryInputReceived (<span style="color: deepskyblue">'''Unlock'''</span>)<br />@Slave* -> OnAnyInputMissing (<span style="color: deepskyblue">'''Lock'''</span>)
+
|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, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span>
+
|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, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy (object stops if heading this path_corner) || Fire <span style="color: deepskyblue">'''On'''</span> Arrive -> OnArrive (<span style="color: deepskyblue">'''Toggle'''</span>)<br />@Wait For Retrigger -> OnArrive (<span style="color: deepskyblue">'''Toggle'''</span>)
+
|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> -> 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) || Fire <span style="color: deepskyblue">'''On'''</span> Pass -> OnPassThrough (<span style="color: deepskyblue">'''Toggle'''</span>)<br />Fire <span style="color: deepskyblue">'''On'''</span> Dead End -> OnDeadEnd (<span style="color: deepskyblue">'''Toggle'''</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>, <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>
+
|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>, <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_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>, <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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> ->  OnEndAnimation (<span style="color: deepskyblue">'''Kill'''</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> -> 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>
+
|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> -> Turn spawner on/single spawn (Cyclic mode only)<br /><span style="color: gold">'''Toggle'''</span> -> Toggle spawner/single spawn (Cyclic mode only)<br /><span style="color: red">'''Off'''</span> -> Turn spawner off/single spawn (Cyclic 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: tomato">'''Trigger Condition'''</span> <span style="color: lightblue">'''Target'''</span> -> <br />Depends on <span style="color: tomato">'''Trigger Condition'''</span> setting (<span style="color: deepskyblue">'''Toggle'''</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>, <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>
+
|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> -> OnMapStart (Trigger State Value)<br /><span style="color: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> ->  OnMapStart (<span style="color: deepskyblue">'''Kill'''</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> -> 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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> ->  OnCameraFinished (<span style="color: deepskyblue">'''Kill'''</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>, <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_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>, <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_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>, <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_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>, <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_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>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Change value<br /><span style="color: silver">'''Kill'''</span> -> Destroy || Trigger after action -> OnTrigger (<span style="color: deepskyblue">'''Toggle'''</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> -> 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'''</span> for 'true'-case -> OnTrue (<span style="color: deepskyblue">'''Toggle'''</span>)/<br />                      -> OnEveryTickIsTrue** (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><span style="color: lightblue">'''Target'''</span> for 'false'-case -> OnFalse (<span style="color: deepskyblue">'''Toggle'''</span>)/<br />                      -> OnEveryTickIsFalse** (<span style="color: deepskyblue">'''Toggle'''</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> -> 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 || Trigger after action -> OnTrigger (<span style="color: deepskyblue">'''Toggle'''</span>)/<br />                       -> OnEveryTick** (<span style="color: deepskyblue">'''Toggle'''</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>, <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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> ->  OnChildActivated (<span style="color: deepskyblue">'''Kill'''</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>, <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_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> -> 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 || Entity's Trigger <span style="color: lightblue">'''Target'''</span> -> ForceTrigger- BySpecifiedCaller (Trigger State Value)<br />Trigger at end of each Run -> OnIterationFinished (<span style="color: deepskyblue">'''Toggle'''</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> -> Hurt once/turn Constant mode on<br /><span style="color: gold">'''Toggle'''</span> -> Hurt once/toggle Constant mode<br /><span style="color: red">'''Off'''</span> -> Turn Constant mode off<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: slategray">''Target -> nothing (used for something else)''</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 once (Cyclic mode only)/turn on<br /><span style="color: gold">'''Toggle'''</span> -> Trigger once (Cyclic mode only)/toggle<br /><span style="color: red">'''Off'''</span> -> Trigger once (Cyclic 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_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>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Pick target/toggle timer (Timed mode only)<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: lightblue">'''Target'''</span> (picked 1-16) -> OnTrigger (<span style="color: deepskyblue">'''Toggle'''</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>, <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 (Trigger State Value)<br /><span style="color: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnTrigger (<span style="color: deepskyblue">'''Kill'''</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>, <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_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>, <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_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>, <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_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>, <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_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>, <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_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>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Start Vote<br /><span style="color: silver">'''Kill'''</span> -> Destroy || Yes <span style="color: lightblue">'''Target'''</span> -> OnEndVote (<span style="color: deepskyblue">'''On'''</span>)<br />No <span style="color: lightblue">'''Target'''</span> -> OnEndVote (<span style="color: deepskyblue">'''On'''</span>)<br />No Vote <span style="color: lightblue">'''Target'''</span> -> OnEndVote (<span style="color: deepskyblue">'''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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnPickedUp (<span style="color: deepskyblue">'''Kill'''</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, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy item || <span style="color: gray">''<N/A>''</span>
+
|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>
+
|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> -> 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'''</span>/Off Switch)<br />(<span style="color: deepskyblue">'''On'''</span>, then Off, then <span style="color: deepskyblue">'''On'''</span>, then Off e.t.c.<br />reserved when Start <span style="color: deepskyblue">'''On'''</span> selected)
+
|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> -> 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>
+
|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>, <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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnBreak (<span style="color: deepskyblue">'''Kill'''</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>, <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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnPressed (<span style="color: deepskyblue">'''Kill'''</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>, <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_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>, <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_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> -> Open if Closed/Open* (with <span style="color: gold">'''Toggle'''</span> 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 />*depends on Obey Trigger Mode keyvalue (<span style="color: gold">'''Toggle'''</span> enabled):<br />  -No: <span style="color: green">'''On'''</span> and <span style="color: red">'''Off'''</span> works like <span style="color: gold">'''Toggle'''</span><br />  -Yes: like above, but <span style="color: green">'''On'''</span> only opens and <span style="color: red">'''Off'''</span> 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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnOpen (<span style="color: deepskyblue">'''Kill'''</span>)<br />**Fire <span style="color: deepskyblue">'''On'''</span> Open -> OnFullyOpen (<span style="color: deepskyblue">'''Toggle'''</span>)<br />**Fire <span style="color: deepskyblue">'''On'''</span> Close -> OnClosed (<span style="color: deepskyblue">'''Toggle'''</span>)<br />Fire <span style="color: deepskyblue">'''On'''</span> Open Start -> OnStartOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Open End-> OnEndOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close Start -> OnStartClosing (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close End-> OnEndClosing (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Break -> OnBreak (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><br />*Where TS is corresponding Trigger State keyvalue<br /><span style="color: sandybrown">'''**'''</span>Obsolete
+
|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, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy (manually added targetname) || <span style="color: gray">''<N/A>''</span>
+
|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>, <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_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>, <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) || Trigger <span style="color: deepskyblue">'''On'''</span> Empty -> OnEmpty (<span style="color: deepskyblue">'''Toggle'''</span>)<br />Trigger <span style="color: deepskyblue">'''On'''</span> Recharged -> OnRecharged (<span style="color: deepskyblue">'''Toggle'''</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, Toggle, Off -> nothing''</span><br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</span>
+
|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> -> 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_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> -> 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_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> -> 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_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> -> 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_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>, <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_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, 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_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>, <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_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> -> Enable/Move forward (with <span style="color: gold">'''Toggle'''</span> 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 <span style="color: gold">'''Toggle'''</span> flag selected)<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <N/A><br />Fire <span style="color: deepskyblue">'''On'''</span> Open Start -> OnStartOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Open End-> OnEndOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close Start -> OnStartClosing (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close End-> OnEndClosing (TS*)<br />*Where TS is corresponding Trigger State keyvalue
+
|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> -> Enable/Move forward (with <span style="color: gold">'''Toggle'''</span> 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 <span style="color: gold">'''Toggle'''</span> flag selected)<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <N/A><br />Fire <span style="color: deepskyblue">'''On'''</span> Open Start -> OnStartOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Open End-> OnEndOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close Start -> OnStartClosing (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close End-> OnEndClosing (TS*)<br />*Where TS is corresponding Trigger State keyvalue
+
|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> -> 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_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>, <span style="color: gold">'''Toggle'''</span>, <span style="color: red">'''Off'''</span> -> Synchronized push***<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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnBreak (<span style="color: deepskyblue">'''Kill'''</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>, <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) || Trigger <span style="color: deepskyblue">'''On'''</span> Empty -> OnEmpty (<span style="color: deepskyblue">'''Toggle'''</span>)<br />Trigger <span style="color: deepskyblue">'''On'''</span> Recharged -> OnRecharged (<span style="color: deepskyblue">'''Toggle'''</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>, <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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnPressed (<span style="color: deepskyblue">'''Kill'''</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> -> 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<br />*depends on Obey Trigger Mode keyvalue:<br />  -No: <span style="color: green">'''On'''</span> and <span style="color: red">'''Off'''</span> works like <span style="color: gold">'''Toggle'''</span><br />  -Yes: like above, but <span style="color: green">'''On'''</span> starts and <span style="color: red">'''Off'''</span> only stops the rotating || <span style="color: gray">''<N/A>''</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>, <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_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>, <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_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>, <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_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>, <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>, <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>, <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>, <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> -> 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. || **Fire <span style="color: deepskyblue">'''On'''</span> Open -> OnFullyOpen (<span style="color: deepskyblue">'''Toggle'''</span>)<br />**Fire <span style="color: deepskyblue">'''On'''</span> Close -> OnClosed (<span style="color: deepskyblue">'''Toggle'''</span>)<br />Fire <span style="color: deepskyblue">'''On'''</span> Open Start -> OnStartOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Open End-> OnEndOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close Start -> OnStartClosing (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close End-> OnEndClosing (TS*)<br /><br />*Where TS is corresponding Trigger State keyvalue<br /><span style="color: sandybrown">'''**'''</span>Obsolete
+
|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>, <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. || **Fire <span style="color: deepskyblue">'''On'''</span> Open -> OnFullyOpen (<span style="color: deepskyblue">'''Toggle'''</span>)<br />**Fire <span style="color: deepskyblue">'''On'''</span> Close -> OnClosed (<span style="color: deepskyblue">'''Toggle'''</span>)<br />Fire <span style="color: deepskyblue">'''On'''</span> Open Start -> OnStartOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Open End-> OnEndOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close Start -> OnStartClosing (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close End-> OnEndClosing (TS*)<br /><br />*Where TS is corresponding Trigger State keyvalue<br /><span style="color: sandybrown">'''**'''</span>Obsolete
+
|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> -> 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_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> -> 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<br />*depends on Obey Trigger Mode keyvalue:<br />  -No: <span style="color: green">'''On'''</span> and <span style="color: red">'''Off'''</span> works like <span style="color: gold">'''Toggle'''</span><br />  -Yes: like above, but <span style="color: green">'''On'''</span> starts and <span style="color: red">'''Off'''</span> only stops the train || <span style="color: gray">''<N/A>''</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> -> Turn Animated texture off (+'NUM' to +A state)****<br /><span style="color: gold">'''Toggle'''</span> -> Start/Stop moving (toggle +'NUM'/+A state)****<br /><span style="color: red">'''Off'''</span> -> Turn Animated texture on (+A to +'NUM' state)****<br /><span style="color: silver">'''Kill'''</span> -> Destroy || <span style="color: gray">''<N/A>''</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> -> 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_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> -> Open if Closed/Open* (with <span style="color: gold">'''Toggle'''</span> 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 />*depends on Obey Trigger Mode keyvalue (<span style="color: gold">'''Toggle'''</span> enabled):<br />  -No: <span style="color: green">'''On'''</span> and <span style="color: red">'''Off'''</span> works like <span style="color: gold">'''Toggle'''</span><br />  -Yes: like above, but <span style="color: green">'''On'''</span> only opens and <span style="color: red">'''Off'''</span> 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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnOpen (<span style="color: deepskyblue">'''Kill'''</span>)<br />**Fire <span style="color: deepskyblue">'''On'''</span> Open -> OnFullyOpen (<span style="color: deepskyblue">'''Toggle'''</span>)<br />**Fire <span style="color: deepskyblue">'''On'''</span> Close -> OnClosed (<span style="color: deepskyblue">'''Toggle'''</span>)<br />Fire <span style="color: deepskyblue">'''On'''</span> Open Start -> OnStartOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Open End-> OnEndOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close Start -> OnStartClosing (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close End-> OnEndClosing (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Break -> OnBreak (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><br />*Where TS is corresponding Trigger State keyvalue<br /><span style="color: sandybrown">'''**'''</span>Obsolete
+
|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> -> 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' || <span style="color: lightblue">'''Target'''</span> for IN players -> <br />OnTriggerPlayersInside (<span style="color: deepskyblue">'''Same as Received'''</span>)<br /><span style="color: lightblue">'''Target'''</span> for OUT players -> <br />OnTriggerPlayersOutside (<span style="color: deepskyblue">'''Same as Received'''</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> -> Open if Closed/Open* (with <span style="color: gold">'''Toggle'''</span> 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 />*depends on Obey Trigger Mode keyvalue (<span style="color: gold">'''Toggle'''</span> enabled):<br />  -No: <span style="color: green">'''On'''</span> and <span style="color: red">'''Off'''</span> works like <span style="color: gold">'''Toggle'''</span><br />  -Yes: like above, but <span style="color: green">'''On'''</span> only opens and <span style="color: red">'''Off'''</span> 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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnOpen (<span style="color: deepskyblue">'''Kill'''</span>)<br />**Fire <span style="color: deepskyblue">'''On'''</span> Open -> OnFullyOpen (<span style="color: deepskyblue">'''Toggle'''</span>)<br />**Fire <span style="color: deepskyblue">'''On'''</span> Close -> OnClosed (<span style="color: deepskyblue">'''Toggle'''</span>)<br />Fire <span style="color: deepskyblue">'''On'''</span> Open Start -> OnStartOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Open End-> OnEndOpening (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close Start -> OnStartClosing (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Close End-> OnEndClosing (TS*)<br />Fire <span style="color: deepskyblue">'''On'''</span> Break -> OnBreak (<span style="color: deepskyblue">'''Toggle'''</span>)<br /><br />*Where TS is corresponding Trigger State keyvalue<br /><span style="color: sandybrown">'''**'''</span>Obsolete
+
|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>, <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>)
+
|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>, <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>
+
|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> -> 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 || Click <span style="color: lightblue">'''Target'''</span> (left/right/third) -> <br />Depends on <span style="color: tomato">'''Click Action'''</span> setting
+
|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>, <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_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>, <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_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, 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_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>, <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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> (not listed) -> OnDealDamage (<span style="color: deepskyblue">'''Kill'''</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, 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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnTouch (<span style="color: deepskyblue">'''Kill'''</span>)
+
|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, 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: deepskyblue">'''Kill'''</span> <span style="color: lightblue">'''Target'''</span> -> OnTouch (<span style="color: deepskyblue">'''Kill'''</span>)
+
|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, 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_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> -> 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>
+
|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>
|}<br /><br /><small><pre>
+
|}
 +
 
 +
<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]]

Revision as of 17:52, 15 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).