CAutoTrigger (CS)

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Revision as of 07:34, 29 August 2009 by Arkshine (talk | contribs) (Added some contents.)
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Basic Information

  • Classname: CAutoTrigger.
  • Inheriting Instances: trigger_auto.
  • Description: This entity fires its target the moment the map has loaded.


Class Hierarchy


Entity Data

W = Windows | L = Linux

Name W. Offset L. Offset L. Diff Type Description
m_globalstate 36 40 +4 int None.
triggerType 37 42 +4 USE_TYPE
enum USE_TYPE { USE_OFF = 0, USE_ON = 1, USE_SET = 2, USE_TOGGLE = 3 };


Entity Attributes

  • Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
  • Delay before trigger (delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action.
  • KillTarget (killtarget) - When an entity is triggered, it will remove from the game the entity specified by this property.
  • Global State to Read (globalstate) - The name of a global variable (set by an env_global). This variable sets the state of the trigger_auto.
  • Trigger State (triggerstate) - Sets the type of trigger the trigger_auto sends (0 = Off 1 = On 2 = Toggle).


Entity Flags

// Spawn flags
#define SF_AUTO_FIREONCE  0x0001  // Remove On fire (1) - If this is set, the trigger_auto will be removed from the game after firing.


Notes

  • Setting 'Delay before trigger' to something like 0.2 is a good idea, because it's possible for the trigger_auto to fire before the entity it targets has even been spawned.
  • Usually the Trigger State is On.


HLSDK Reference


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