6.0
Entities Definitions - Triggers

Last Updated : 2/28/98
©1998 Carl Glave
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- trigger_impulse
- trigger_touch_impulse
- trigger_interupt
- trigger_combo
- trigger_sequence

trigger_impulse (0 0.5 0.8) (-8 -8 -8) (8 8 8)

This trigger uses its targets when the choosen impulse is pressed. Any impulse from 1 to 255 can be used. It can be activated by a player anywhere in the level.

"impulse" is the impulse value that will activate the trigger.

"wait" delay time till it can be used again after being activated.

"message" the message to print when a player touches the trigger. This Should generally be used to tell the player which key to press to activate the trigger.

trigger_touch_impulse (0 0.5 0.8) ?

This trigger uses its targets when the choosen impulse is press, but only when the player is touching the trigger. Any impulse from 1-255 can be used.

"impulse" is the impulse value that will activate the trigger.

"message" the message to print when a player touches the trigger. This Should generally be used to tell the player which key to press to activate the trigger.

"wait" delay time till it can be used again after being activated.

trigger_interupt (0 0.5 0.8) ? INT_ENTIN INT_PLAYERONLY INT_MONSTONLY INT_SETACTIVATOR

This can be used to make sure that there is either noone or someone in the trigger's area when the triggering is relayed. This can only be used to control the relaying of a triggering, not to start one.

INT_ENTIN a player and/or monster must be IN it for it to relay the triggering. Default is to relay when there are NO players and/or monsters in it.

INT_PLAYERONLY makes it only check to see if a player is in it and ignore monsters.

INT_MONSTONLY makes it only check to see if a monster is in it and ignore players.

INT_SETACTIVATOR sets the last touched player within it to be the activator of the triggering.

"path" is the name to trigger if the regular triggering chain is interrupted.

"sounds" is the number of the sounds to use for when the triggering chain is interupted.

- 1 = Base sound
- 2 = Medieval sound
- 3 = Runic sound

"noise" is the actual sound file to play when the triggering chain is interupted. Allows for using sounds other than those setable by "sounds".

trigger_combo (0 0.5 0.8) (-8 -8 -8) (8 8 8) BIT1 BIT2 BIT3 BIT4

This trigger requires a certain combination of targetname triggerings to make it use its targets. The required combination is set using the spawnflags.

BIT1 - BIT4 these spawnflags are used to set the combination required to make it use its targets. Each of the spawnflag bits corrosponds to the similarly numbered targetname. As an example, setting BIT1 and BIT3 require that its targetname and targetname3 be triggered for the correct combination. Up to four different names can be used in the combo triggering.

"noise" is the sound to play when the correct combination is entered.

"noise1" name to trigger when activated by its targetname.

"noise2" name to trigger when activated by its targetname2.

"noise3" name to trigger when activated by its targetname3.

"noise4" name to trigger when activated by its targetname4.

trigger_sequence (0 0.5 0.8) (-8 -8 -8) (8 8 8) SEQ_FAILRESET SEQ_MULTIPLE

This trigger requires an ordered sequence of triggering in order to make it use its targets. This sequential order is determined by the targetnames, which must be used in order (targetname, targetname2, etc.) and any number of them can be used, so you can have sequences from one to four triggerings.

SEQ_FAILRESET makes the sequence reset back to the begining if the proper sequence of triggerings is broken.

SEQ_MULTIPLE allows the sequence trigger to be used multiple times. If not set, the trigger will remove itself after the first time the sequence is properly entered.

"targetname" is the name of the first name that must be triggered in the sequence.

"targetname2" is the name of the second name that must be triggered in the sequence.

"targetname3" is the name of the third name that must be triggered in the sequence.

"targetname4" is the name of the fourth name that must be triggered in the sequence.

"noise" is the sound to play when the sequence is completed.

"noise1" is the sound to play when a correct triggering is made in the sequence.

"noise2" is the sound to play when the sequence if broken.

"event" is the name to trigger if the sequence if broken by triggering the targetnames out of teh correct order.