Triggers | Index



trigger_relay2
Works just like the original trigger_relay, but allows you to fire two unique targets (or the same target twice, useful for starting and stopping emitters at regular intervals).

Key Value Pairs:
delay Delay before triggering first target
target Targetname of the first entity to activate
message Message to display when activating first target
killtarget Kill this entity after "delay" time
wait Delay before triggering second target
event Targetname of the second entity to activate
message2 Message to display when activating second target
killtarget2 Kill this entity after "wait" time
targetname Must be triggered by another entity



trigger_chat
A little hack to print a "chat" message in a single player game from a non-existant source (good for sending messages to the player from "HQ" or whatever). These are always one-off triggers, removed after sending their message.

Key Value Pairs:
angle Angle the player must be facing to trigger
netname Name of the sender
message The chat message
delay Delay before activating target
target Activate this ent after delay (setup a chat relay)



trigger_chat_relay
Like trigger_chat, but must be remotely triggered. It can trigger another ent after delay time to easily string together a bunch of timed messages. These are always one-off triggers, removed after sending their message.

Key Value Pairs:
netname Name of the sender
message The chat message
delay Delay before activating target
target Activate this ent after delay (setup a chat relay)
targetname This trigger's name



trigger_shake
Earthquake trigger - shakes players in it's radius when active. Strength of tremor is greatest at the centre.

Key Value Pairs:
dmg Strength at center (default is 120)
wait Duration of shake (default is 1)
count Affect radius (defalt is 200)
noise Noise to play when starting to shake
noise1 Noise to play when stopping
targetname Must be triggered

Spawnflags:
1 : VIEWONLY Shakes the view, but player movement is not affected



trigger_enemy
Hack to get a monster's attention (for "scripted" events).

Key Value Pairs:
target The monster(s) to anger
targetname Must be triggered

Notes:
If you're using Quiver for mapping, you'll likely need to add a "targetname" key to each monster type for this to work.
Monsters will basically just turn and shoot at this ent until they get another enemy (i.e. they're shot by something else). They will shoot in the direction of this ent regardless if they can "see" it, or if it's blocked by the world, or by another monster. (Can be carefully setup to start in-fighting).