trigger_relay

From Sven Co-op
Revision as of 20:57, 13 March 2023 by Outerbeast (talk | contribs) (Added m_flDelayBeforeReset key)
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trigger_relay
Type

point

Status

supported

 


Point entity which relays a triggering action. Can be useful when you do not want to trigger an entity directly for whatever reasons.

1 Keyvalues

Trigger state : triggerstate

Set the use-type with which the trigger_relay will fire its targets. This is set to 'Off' by default! Make sure to change this to what you want it to be, even if 'Off' coincidentally provides the wanted effect, because the targeted entity has no use for that use-type just yet.

{{Entity_keyvalue|Delay Before Reset|m_flDelayBeforeReset|Time, in seconds, the trigger_relay can fire it's target again after being triggered.

2 Flags

1 : Remove on fire

If set, trigger_relay will remove itself from the game after firing its targets, making it impossible to use it again.

64 : Keep !activator

By default trigger_relay overrides activator with itself. With this flag selected trigger_relay will pass original activator to next entity in chain.

3 Notes

If you change a trigger_relay's target while its delay is counting down, the old target will be fired.If you killtarget a trigger_relay while its delay is counting down, it will still fire. Trigger_relay passes itself on as the activator when triggered unless 'Keep !activator' flag is selected.

4 Changes

5.06: Added 'Keep !activator' flag.