Difference between revisions of "Trigger multiple"

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(Import of converted entguide pages from Sven Manor.)
 
 
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{{Entity_flag|4|Pushables|If set, func_pushable entities can trigger this.}}
 
{{Entity_flag|4|Pushables|If set, func_pushable entities can trigger this.}}
 
{{Entity_flag|8|Everything else|If set, everything other than monsters, clients and pushables can trigger this. Does not exclude the above.}}
 
{{Entity_flag|8|Everything else|If set, everything other than monsters, clients and pushables can trigger this. Does not exclude the above.}}
{{Entity_flag|16|Fire on enter|Not applicable on trigger_once- it's already get triggered on enter!}}
+
{{Entity_flag|16|Fire on enter|If set, trigger_multiple will fire on initial entry and not continuously while touching the entity, requiring re-entry to trigger again.}}
{{Entity_flag|32|Fire on exit|If set, trigger_once will fire as soon as something that entered it left it, instead of the instant something enters it.}}
+
{{Entity_flag|32|Fire on exit|If set, trigger_multiple will fire as soon as something that entered it left it, instead of the instant something enters it.}}
  
 
== Changes ==
 
== Changes ==

Latest revision as of 02:53, 3 April 2023

trigger_multiple
Type

brush

Status

supported

 


A simple brush-based trigger which triggers its target when a players enters it and whenever something enters it or is still inside of it when its delay before reset runs out. In simple words, this entity works as the trigger_once does, except this can be triggered multiple times.

1 Keyvalues

Allow Tiny Monsters : tiny_monsters

If set to 'Yes', monsters like cockroaches can trigger this entity as well as other monsters.

Delay before reset : wait

Time, in seconds, the trigger_multiple can fire it's target again after touched.

Inventory Rules, InventoryRules @BaseClass: List of inventory-related keyvalues used with item_inventory entity. Whenever player is attempting to use an entity, the inventory test runs. If test result is negative, the entity won't work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:"Inventory: Need item(s)", item_name_required : Item(s) (names separated by spaces) required to use this entity.  Refers to "Item name" value of item_inventory.

Inventory: Need item(s) from group(s) : item_group_required

Groups (separated by spaces), in which carried items belong to, required to use this entity. Refers to "Item group name" value of item_inventory.

Inventory: Item count in group need have : item_group_required_num

Minimal number of items, that belong  to specified group, required to use this entity. Use with "Inventory: Need item(s) from group(s)" keyvalue. Value of '0' means that all items from current group are required.

Inventory: CAN'T have item : item_name_canthave

Items in player inventory that will fail the test, and disallow usage  of this entity. Refers to "Item name" value of item_inventory.

Inventory: CAN'T have item from group : item_group_canthave

Items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to "Item group name" value of item_inventory.

Inventory: Item count in group CAN'T have : item_group_canthave_num

Minimal number of items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to "Item group name"  value of item_inventory. Value of '0' means no single item from current group should be equipped to pass the test.

On pass: Ignore item's on use triggers? : pass_ignore_use_triggers

If set to 'Yes' item's trigger targets from 'Target: On use (by trigger)' will not be fired when item is used by this entity.

On pass: Drop item(s) : pass_drop_item_name

Items to force-drop when the test result is positive, and entity is used successfully. Refers to "Item name" value of item_inventory. Multiple item names are separated by spaces.

On pass: Drop item(s) from group(s) : pass_drop_item_group

Items to force-drop, that belong to specified group, when the test result is positive, and entity is used successfully. All items from this group will be dropped.  Refers to "Item group name" value of item_inventory. Multiple item names are separated by spaces.

On pass: Ignore item's on drop triggers? : pass_ignore_drop_triggers

If set to 'Yes' item's trigger targets from 'Target: On drop' will not be fired when item is dropped by this entity with 'Drop items(s)' events above.

On pass: Return item(s) : pass_return_item_name

Items to return to their starting positions when test result is positive. Refers to "Item name" value of item_inventory. Multiple item names are separated by spaces.

On pass: Return item(s) from group(s) : pass_return_item_group

Items, that belong to specified group, to return to their starting positions when test result is positive. All items from this group will be returned. Refers to "Item group name" value of item_inventory. Multiple group names are separated by spaces.

On pass: Ignore item's on return triggers? : pass_ignore_return_triggers

If set to 'Yes' item's trigger targets from 'Target: On return' will not be fired when item is returned by this entity with 'Return items(s)' events above.

On pass: Destroy item(s) : pass_destroy_item_name

Items to remove when test result is positive. Refers to "Item name" value of item_inventory. Multiple item names are separated by spaces.

On pass: Destroy item(s) from group(s) : pass_destroy_item_group

Items, that belong to specified group, to remove when test result is positive. All items from this group will be removed. Refers to "Item group name" value  of item_inventory. Multiple group names are separated by spaces.

On pass: Ignore item's on destroy triggers? : pass_ignore_destroy_triggers

If set to 'Yes' item's trigger targets from 'Target: On Destroy' will not be fired when item is destroyed by this entity with 'Destroy items(s)' events above.

Target: Inventory rules failed : target_on_fail

Entity to trigger whenever test result is negative.

2 Flags

1 : Monsters

If set, monsters can trigger this.

2 : No clients

If set, players won't be able to trigger this.

4 : Pushables

If set, func_pushable entities can trigger this.

8 : Everything else

If set, everything other than monsters, clients and pushables can trigger this. Does not exclude the above.

16 : Fire on enter

If set, trigger_multiple will fire on initial entry and not continuously while touching the entity, requiring re-entry to trigger again.

32 : Fire on exit

If set, trigger_multiple will fire as soon as something that entered it left it, instead of the instant something enters it.

3 Changes

5.0 Steam Release: Added 'Inventory Rules' keyvalues.