This tutorial is over the entities that
are used to trigger actions into happening, as well as the target_earthquake
entity. Triggers are probably the most used entities of all and
I guess that means you should know everything about them or something.
=) As you will see they are all pretty easy to use and understand.
The first trigger we will go over is the
trigger_once entity. If you
have any editing experience at all then you probably know how
to use this entity. What it does is triggers an event when another
entity such as the player or a monster(we will go over this
in a minute) touches it, but only 1 time. One thing you should
know when making the brush that will be the trigger_once is
that all the trigger entities that we are going to go over in
this tutorial are not visable in the level so it doesn't matter
where you place them. Also it is good editing practice to give
the trigger_once or any other non visable brush the trigger
texture. This makes it easier to see and organize in your level
editor. The key value pairs for trigger_once are target,
targetname, killtarget,
sounds, message,
and delay.
Target is the name of the corresponding targetname
that will be triggered when the trigger_once is touched by the
player or a monster(see below). So if you want the trigger_once
to open a door then you need to give the door a targetname of
something like door1 and then set the target of the trigger_once
to door1.
Sounds is the sound that the trigger will play when
the trigger_once is touched. This can be set to 0,1,2 or 3.
Each corresponding to a different sound. 0 is the default "beep
beep" sound and 3 is no sound. If you use 3, you will get an
annoying but harmless error message in the game saying "couldn't
load sound/misc/trigger1.wav" but the trigger will still work
and won't make any sound. This is due to a bug in the entity
code. If you open the PAK file, you will see that sound/misc/trigger1.wav
doesn't exist and that's the reason why the game complains.
Message will print to the screen whatever it is set
to when the trigger_once is triggered. So if you want the trigger_once
to print "door was opened" then you would set message to "door
was opened". Pretty simple. Remember to use \n to break to the
next like or you will run out of space.
Delay is the amount of time between the touching of
the trigger and the actual triggering taking place. So if you
have a trigger_once targeted to a target_explosion, setting
delay=2 will create a 2 second delay between the touching and
the explosion.
Targetname is used along with the triggered
spawnflag (see below).
Killtarget will remove any entity that has a matching
targetname. You can target pretty much any entity you want with
this, including monsters. If you target a monster with killtarget,
it won't gib or anything, it will just disappear.
The 2 spawnflags that can be turned on for a trigger_once
are not_player and triggered.
not_player is not listed on any of the entity references
but it is there. Just set the spawnflag 2 and not_player
will be turned on. What not_player does is makes it so the player
has no effect on this trigger_once. Something like a monster
must touch it and trigger it. This can be used for a variety
of cool things. A monster could trigger a trap on the player
or could spawn more monsters that would actually come to the
place of the trigger. This could give the effect of the monster
calling for reinforcements. Very cool.
The triggered spawnflag makes it so the trigger_once
must be triggered itself to be turned on. So therefore, if this
spawnflag is on then the trigger_once must have a targetname.
What you should remember though is that the trigger_once that
is triggered by another entity will NOT actually trigger its
own targets when it is triggered. The trigger_once will only
become "live" or "enabled" if you will. So after it is triggered,
the player will have to touch it for it to trigger its targets.
That sure was a mouthful. =) That's about as easy as I can explain
it though. An example of a way to use this is the following:
Lets say that you have a huge level in which the player walks
across a bridge to get into the strogg base. Later near the
end of the level after he defeats the boss alien he unknowingly
walks across a trigger_once that in turn makes another trigger_once
near the bridge live. The player now has to exit the base and
walk back across the same bridge. Well..the trigger_once that
was just made live triggers the bridge to explode as the player
is walking over it and he falls into the river getting into
more trouble. Hope this kind of helped. I know it's kind of
stupid though. hehe.
The trigger_multiple
works in basically the same exact way the trigger_once does
except for a few minor details.
First of all, it can be triggered multiple times instead of
just once. It also has 1 more key value pair and 1 other spawnflag.
The new key value pair is wait,
which determines the amount of time to wait before the trigger
will trigger its target again when touched by the player. An
interesting thing to note is that if you assign a value of -1
to this, you will effectively have transformed your trigger_multiple
into a trigger_once. Not much point in doing that but anyway...
:-)
The new spawnflags is monster.
What monster does when enabled is allows a monster or the player
to use the trigger. This is opposed to not_player which allows
only monsters to use the trigger. For some reason the spawnflag
monster does not work for trigger_once. Strange.
As for all the other keys and spawnflags, just look at the
trigger_once. They behave in the same way except for the 3 differences
I mentioned above.
trigger_always
is just a trigger that is always on and starts on when the level
begins. The other keys you can set are target,
killtarget and delay
(default 0.2).
trigger_counter
is a trigger that allows for multiple inputs. What this means
is that you can have a door that only opens when 2 or more buttons
are pushed. This is just once example though. The trigger_counter
could trigger anything. You could set it up so the player would
have to use 2 [insert you favorite item here] with a computer
or something which in turn destroys a bunch of walls.
There are only 3 keys that you have to set. Count,
target, and targetname.
Count is the amount of actions
that is required before the trigger_counter triggers its target.
So if you have a door that must have 2 buttons pressed to open
then you would give the trigger_counter a count of 2.
target is the target of the entity that will be triggered
when the specific amount of actions is performed on the trigger_counter.
Targetname is self explanatory, but I just wanted to
stress that the trigger_counter MUST have a targetname.
For example:
Lets say you want a door that will be opened by pressing 2
buttons. First you would make the door and give it a targetname
of door1. Next make the trigger_counter and set the target to
door1, the count to 2, and targetname to count1. Now create
the 2 buttons and give each of them a target to count1. That's
it! Pretty simple huh?
There is one spawnflag that can be used with the trigger_counter
which is nomessage. By default, when the buttons in the
example above are pressed, the messages, "1 more", "2 more",
and "sequence complete" would be printed. nomessage disables
these messages.
trigger_relay
is used to relay actions. This can be used for a variety of
effects and is used very often in the id levels. a trigger_relay
is not triggered when touched so therefore it must have a targetname
and must be triggered by something else to work. It must also
have a target. The other keys that can be set is delay,
which determines the amount of time to pause before triggering
it's target, killtarget and
message. There are NO
spawnflags. An example use of this would be to have a crate
that when shot explodes, but when it explodes it triggers more
explosions in the surrounding areas. What you would do is create
the func_explosive crate and give it a target to a trigger_relay
which in turn would target multiple target_explosions that would
all have the same targetname. Or you could target several trigger_relay's
all with different delay values that each in turn target their
own func_explosive crates so you can have a sequence of timed
explosions for cool effects. Hope this explains it a bit.
The last entity that we will discuss in this tutorial is the
target_earthquake. What this
does is......create an earthquake!! Pretty difficult huh? There
are a few options and other rules that you should know about
though
The target_earthquake does
NOT start on and must be triggered into working. There
are 2 key value pairs that you can set. They are speed
and count. Speed is the magnitude
of the quake. Count is the length of time the quake will last.
Some other things to know is that the earthquake does not give
off damage and it is not viewed in the level so size of the
entity does not matter.
Hope this tutorial helped yall out. All of the entities covered
were all pretty easy. If you have any problems then please post
in the discussion board.