/*********************************************************************** trigger ***********************************************************************/ entityDef trigger_multiple { "editor_color" ".5 .5 .5" "editor_mins" "?" "editor_maxs" "?" "editor_material" "textures/common/trigmulti" "editor_usage" "Variable sized repeatable trigger. Must be targeted at one or more entities. " \ "The basic time between firing is a random time between (wait - random) and (wait + random)." "editor_var wait" "seconds between triggerings. Use '-1' to indicate one time only." "editor_var random" "wait variance. trigger waits wait + or - random after firing targets before triggering again." "editor_var delay" "seconds to wait before firing after triggered." "editor_var random_delay" "delay variance. trigger waits delay + or - random_delay before firing targets." "editor_var call" "script function to call when triggered." "editor_var requires" "item required in players inventory to fire." "editor_var removeItem" "if above item is removed from inventory when used." "editor_var anyTouch" "anything can touch it, players, mobs." // What the hell are mobs? "editor_var noTouch" "cannot be touched, must be triggered." "editor_var triggerFirst" "don't activate until triggered." "editor_var noClient" "can't be touched by players, but can be touched by other entities (func_activators, for instance)." // RAVEN BEGIN // nmckenzie: "editor_var triggerWithSelf" "Pass in the trigger for script functions rather than the entity that hit the trigger." // jdischler: for aweldon "editor_var _callWithTargets" "When set to 1, this trigger calls function specified by , passing each of its attached targets to the function. NOTE: The targets are not actually triggered! default 0." "editor_var onlyVehicle" "When set to 1, only a vehicle can activate this trigger. NOTE: This 100% overrides anyTouch, noTouch, and noClient." // RAVEN END "editor_var quakeChance" "how likely this trigger_multiple will be activated by func_earthquakes. value is 0...1, default is 0." "spawnclass" "idTrigger_Multi" "wait" "0.5" "random" "0" "delay" "0" "random_delay" "0" "anyTouch" "0" "noTouch" "0" "noClient" "0" "onlyVehicle" "0" } entityDef trigger_once { "editor_color" ".5 .5 .5" "editor_mins" "?" "editor_maxs" "?" "editor_material" "textures/common/trigonce" "editor_usage" "Variable sized single-use trigger. Must be targeted at one or more entities." "editor_var delay" "seconds to wait before firing after triggered." "editor_var call" "script function to call when triggered." "editor_var requires" "item required in players inventory to fire." "editor_var removeItem" "if above item is removed from inventory when used." "editor_var anyTouch" "anything can touch it, players, mobs." // What the hell are mobs? "editor_var noTouch" "cannot be touched, must be triggered." "editor_var triggerFirst" "don't activate until triggered." "editor_var noClient" "can't be touched by players, but can be touched by other entities (func_activators, for instance)." // RAVEN BEGIN // nmckenzie: "editor_var triggerWithSelf" "Pass in the trigger for script functions rather than the entity that hit the trigger." // jdischler: for aweldon "editor_var _callWithTargets" "When set to 1, this trigger calls function specified by , passing each of its attached targets to the function. NOTE: The targets are not actually triggered! default 0." "editor_var onlyVehicle" "When set to 1, only a vehicle can activate this trigger. NOTE: This 100% overrides anyTouch, noTouch, and noClient." // RAVEN END "spawnclass" "idTrigger_Multi" "wait" "-1" "random" "0" "delay" "0" "anyTouch" "0" "noTouch" "0" "noClient" "0" "onlyVehicle" "0" } entityDef trigger_timer { "editor_color" "0.3 0.1 0.6" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_material" "textures/common/trigtimer" "editor_usage" "Repeatedly fires its targets. Can be turned on or off by using. " \ "The basic time between firing is a random time between (wait - random) and (wait + random)." "editor_var start_on" "whether timer should be active when the level starts." "editor_var wait" "seconds between triggerings. Use '-1' to indicate one time only." "editor_var call" "script function to call when triggered." "editor_var random" "wait variance." "spawnclass" "idTrigger_Timer" "start_on" "0" "wait" "0.5" "random" "0" } entityDef trigger_relay { "editor_color" "0.3 0.1 0.6" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_material" "textures/common/trigrelay" "editor_usage" "Non-touchable repeatable trigger. Used as a proxy for triggering multiple targets in script, or " \ "from other entities. Must be targeted at one or more entities. " \ "The basic time between firing is a random time between (wait - random) and (wait + random)." "editor_var wait" "seconds between triggerings. Use '-1' to indicate one time only." "editor_var delay" "seconds to wait before firing after triggered." "editor_var call" "script function to call when triggered." "editor_var requires" "item required in players inventory to fire." "editor_var removeItem" "if above item is removed from inventory when used." "editor_var random" "wait variance." "editor_var quakeChance" "how likely this trigger_relay will be activated by func_earthquakes. value is 0...1, default is 0." // RAVEN BEGIN // nmckenzie: "editor_var triggerWithSelf" "Pass in the trigger for script functions rather than the entity that hit the trigger." // jdischler: for aweldon "editor_var _callWithTargets" "When set to 1, this trigger calls function specified by , passing each of its attached targets to the function. NOTE: The targets are not actually triggered! default 0." // RAVEN END "spawnclass" "idTrigger_Multi" "wait" "0" "random" "0" "delay" "0" "notouch" "1" } entityDef trigger_hurt { "editor_color" "0.8 0.1 0.2" "editor_mins" "?" "editor_maxs" "?" "editor_material" "textures/common/trighurt" "editor_usage" "Damages the activator Can be turned on or off by other triggers." "editor_var on" "whether or not it is active." "editor_var def_damage" "damage def to use, common ones are damage_painTrigger, damage_triggerhurt_100, damage_triggerhurt_1000" "editor_var playerOnly" "set to 1 and only the player will get hurt. default is 0." "editor_var velscale" "allows you to accellerate or decellerate whatever touches. 1.0 means do nothing (default), 0.5 means half speed, 0.0 means stop, -1.0 means go the other way, etc. Keep in mind that this will happen every time the trigger hurts whatever it's hurting." "editor_var delay" "delay between hurts" "spawnclass" "idTrigger_Hurt" "on" "1" "def_damage" "damage_painTrigger" } entityDef trigger_count { "editor_color" ".3 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_usage" "Countable trigger." "editor_var count" "number of times to be triggered before firing." "editor_bool repeat" "defaults to zero, if 1 the trigger will reset and count up again, if 0 it will only fire once" "spawnclass" "idTrigger_Count" "count" "1" } entityDef trigger_presize { "editor_color" ".5 .5 .5" "editor_mins" "-64 -64 -16" "editor_maxs" "64 64 16" "editor_material" "textures/common/trigmulti" "editor_usage" "Variable sized repeatable trigger. Must be targeted at one or more entities. " \ "The basic time between firing is a random time between (wait - random) and (wait + random)." "editor_var wait" "seconds between triggerings. Use '-1' to indicate one time only." "editor_var delay" "seconds to wait before firing after triggered." "editor_var call" "script function to call when triggered." "editor_var requires" "item required in players inventory to fire." "editor_var removeItem" "if above item is removed from inventory when used." "editor_var anyTouch" "anything can touch it, players, mobs." // What the hell are mobs? "editor_var noTouch" "cannot be touched, must be triggered." "editor_var noClient" "can't be touched by players, but can be touched by other entities (func_activators, for instance)." "editor_var random" "wait variance." "spawnclass" "idTrigger_Multi" "wait" "0.5" "random" "0" "delay" "0" "anyTouch" "0" "noTouch" "0" "noClient" "0" } entityDef trigger_fade { "editor_color" "0.8 0.1 0.2" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_material" "textures/common/trigfade" "editor_usage" "Fades the screen to fadeColor over fadeTime ( in seconds )." "editor_var fadeColor" "Color to fade to." "editor_var fadeTime" "How long it takes to fade." "spawnclass" "idTrigger_Fade" "fadeColor" "0 0 0 1" "fadeTime" "1.0" } entityDef trigger_guiOverlay { "editor_color" "0.8 0.1 0.2" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_material" "textures/common/triggui" "editor_usage" "Toggles an overlay gui full screen over the view." "editor_var overlayGui" "gui to overlay" "spawnclass" "idTrigger_GuiOverlay" } entityDef trigger_entityname { "editor_color" ".5 .5 .5" "editor_mins" "?" "editor_maxs" "?" "editor_material" "textures/common/trigentityname" "editor_usage" "Variable sized repeatable trigger that only responds to a specific entity. Must be targeted at one or more entities. " \ "The basic time between firing is a random time between (wait - random) and (wait + random)." "editor_var entityname" "name of entity that may touch or activate the trigger." "editor_var wait" "seconds between triggerings. Use '-1' to indicate one time only." "editor_var random" "wait variance. trigger waits wait + or - random after firing targets before triggering again." "editor_var delay" "seconds to wait before firing after triggered." "editor_var random_delay" "delay variance. trigger waits delay + or - random_delay before firing targets." "editor_var call" "script function to call when triggered." "editor_var triggerFirst" "don't activate until triggered." "editor_var noTouch" "cannot be touched, must be triggered." "spawnclass" "idTrigger_EntityName" "wait" "0.5" "random" "0" "delay" "0" "random_delay" "0" } entityDef trigger_once_entityname { "editor_color" ".5 .5 .5" "editor_mins" "?" "editor_maxs" "?" "editor_material" "textures/common/trigentityname_once" "editor_usage" "Variable sized single-use trigger that only responds to a specific entity. Must be targeted at one or more entities. " \ "The basic time between firing is a random time between (wait - random) and (wait + random)." "editor_var entityname" "name of entity that may touch or activate the trigger." "editor_var delay" "seconds to wait before firing after triggered." "editor_var call" "script function to call when triggered." "editor_var triggerFirst" "don't activate until triggered." "editor_var noTouch" "cannot be touched, must be triggered." "spawnclass" "idTrigger_EntityName" "wait" "-1" "random" "0" "delay" "0" "random_delay" "0" } entityDef trigger_flashlight { "editor_color" ".5 .5 .5" "editor_mins" "?" "editor_maxs" "?" "editor_material" "textures/common/trigflashlight" "editor_usage" "Variable sized trigger that is activated by shining the flashlight on it. Must be targeted at one or more entities. " \ "The basic time between firing is a random time between (wait - random) and (wait + random)." "editor_var wait" "seconds between triggerings. Use '-1' to indicate one time only." "editor_var random" "wait variance. trigger waits wait + or - random after firing targets before triggering again." "editor_var delay" "seconds to wait before firing after triggered." "editor_var random_delay" "delay variance. trigger waits delay + or - random_delay before firing targets." "editor_var call" "script function to call when triggered." "editor_var requires" "item required in players inventory to fire." "editor_var removeItem" "if above item is removed from inventory when used." "editor_var anyTouch" "anything can touch it, players, mobs." // What the hell are mobs? "editor_var noTouch" "cannot be touched, must be triggered." "editor_var triggerFirst" "don't activate until triggered." "editor_var noClient" "can't be touched by players, but can be touched by other entities (func_activators, for instance)." "spawnclass" "idTrigger_Multi" "flashlight_trigger" "1" "wait" "0.5" "random" "0" "delay" "0" "random_delay" "0" "anyTouch" "0" "noTouch" "0" "noClient" "0" } entityDef trigger_facing { "editor_color" ".5 .5 .5" "editor_mins" "?" "editor_maxs" "?" "editor_material" "textures/common/trigmulti" "editor_showangle" "1" "editor_usage" "Behaves exactly like a trigger_multiple but the player must be facing within 30 degress of the angle." "editor_var angleFacing" "angle that the player must be facing (yaw)" "editor_var angleLimit" "angle limit in degress that player must be within" "editor_var delay" "seconds to wait before firing after triggered." "editor_var wait" "seconds before trigger can be activated againt." "editor_var call" "script function to call when triggered." "editor_var requires" "item required in players inventory to fire." "editor_var removeItem" "if above item is removed from inventory when used." "editor_var noTouch" "cannot be touched, must be triggered." "editor_var triggerFirst" "don't activate until triggered." "spawnclass" "idTrigger_Multi" "wait" "-1" "random" "0" "delay" "0" "anyTouch" "0" "noTouch" "0" "noClient" "0" "facing" "1" } entityDef trigger_touch { "editor_color" ".5 .5 .5" "editor_mins" "?" "editor_maxs" "?" "editor_material" "textures/common/trigmulti" "editor_showangle" "1" "editor_usage" "Continuously tests whether other entities are touching and calls a script" \ "function for any such entities." \ "Be carefull using this trigger because when active this trigger is fairly expensive." "editor_var call" "script function to call when an entity touches the trigger." \ "The script function should have a single entity as parameter." "editor_bool start_on" "if true the trigger starts on." "editor_var filterTeam" "set to 'strogg' or 'marine' and it will only touch active AI entities on one of those teams." "spawnclass" "idTrigger_Touch" "start_on" "0" } entityDef trigger_buyzone { "editor_color" ".5 .5 .5" "editor_mins" "?" "editor_maxs" "?" "editor_material" "textures/common/trigmulti" "editor_usage" "Buy Zone for SquirrelQuake MP mode" "editor_var buyZone" "Must add this key! 1 = Marine, 2 = Strogg, 3 = Both" "spawnclass" "idTrigger_Multi" "wait" "0" "random" "0" "delay" "0" "anyTouch" "0" "noTouch" "0" "noClient" "0" "buyZone" "-1" } entityDef trigger_controlzone { "editor_color" ".5 .5 .5" "editor_mins" "?" "editor_maxs" "?" "editor_material" "textures/common/trigmulti" "editor_usage" "Control Zone for SquirrelQuake MP mode" "editor_var controlZone" "Must add this key! 1 = Marine, 2 = Strogg, 3 = Both" "editor_var controlZoneTime" "Time required to control the zone (default 20)" "spawnclass" "idTrigger_Multi" "wait" "0" "random" "0" "delay" "0" "anyTouch" "0" "noTouch" "0" "noClient" "0" "controlZone" "-1" }