Triggers | Index
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). |
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 |
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. |
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) |
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. |
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 |
Earthquake trigger - shakes players in it's radius when active. Strength of tremor is greatest at the centre. |
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 |
1 : VIEWONLY | Shakes the view, but player movement is not affected |
Hack to get a monster's attention (for "scripted" events). |
target | The monster(s) to anger |
targetname | Must be triggered |
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). |