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Updated trigger_once (markdown)
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<table>
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<tr>
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<td>
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<h4 align="center" style="font-weight: 600;">Trigger_once</h4>
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<img src="https://cloud.githubusercontent.com/assets/5860435/18866048/4ddc49d4-84c8-11e6-999f-69da67ea53d5.jpg" />
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<p align="center">Brush entity</p><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/>
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</td>
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<td>
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<h3>Description</h3>
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<ul>A simple brush-based trigger which triggers its target once when a players enters it - never a second time in the round.</ul>
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<h3>Properties</h3>
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<ul>
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<blockquote>
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Name - <i>(targetname) (String)</i>
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<ul>The targetname that other entities refer to this entity by.</ul>
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<hr>
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Delay before trigger - <i>(delay) (Integer)</i>
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<ul>Usually the time in seconds before an entity should trigger its target (after being triggered itself).</ul>
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<hr>
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Target - <i>(target) (Integer)</i>
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<ul>When an entity is activated, it triggers the entity with the name specified by Target.</ul>
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<hr>
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Master - <i>(master) (String)</i>
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<ul>The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.</ul>
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</blockquote>
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</ul>
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<h3>Flags</h3>
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<ul>
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<li>1: "Monsters": If set, monsters can trigger this.</li>
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<li>2: "No clients": If set, players won't be able to trigger this.</li>
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<li>4: "Pushables": If set, func_pushable entities can trigger this.</li>
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<li>64: "No reset on New Round": If set, trigger_once will not be reset on new round also removes itself after it has been triggered (touched by a qualifying entity) once.</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td>
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<h4 align="center" style="font-weight: 600;">Trigger_once</h4>
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<img src="https://cloud.githubusercontent.com/assets/5860435/18866048/4ddc49d4-84c8-11e6-999f-69da67ea53d5.jpg" />
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<p align="center">Brush entity</p><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/>
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</td>
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<td>
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<h3>Description</h3>
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<ul>A simple brush-based trigger which triggers its target once when a players enters it - never a second time in the round.</ul>
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<h3>Properties</h3>
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<ul>
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<blockquote>
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Name - <i>(targetname) (String)</i>
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<ul>The targetname that other entities refer to this entity by.</ul>
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<hr>
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Delay before trigger - <i>(delay) (Integer)</i>
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<ul>Usually the time in seconds before an entity should trigger its target (after being triggered itself).</ul>
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<hr>
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Target - <i>(target) (Integer)</i>
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<ul>When an entity is activated, it triggers the entity with the name specified by Target.</ul>
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<hr>
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Master - <i>(master) (String)</i>
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<ul>The name of a multisource (or game_team_master) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.</ul>
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</blockquote>
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</ul>
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<h3>Flags</h3>
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<ul>
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<li>1: "Monsters": If set, monsters can trigger this.</li>
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<li>2: "No clients": If set, players won't be able to trigger this.</li>
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<li>4: "Pushables": If set, func_pushable entities can trigger this.</li>
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<li>64: "No reset on New Round": If set, trigger_once will not be reset on new round also removes itself after it has been triggered (touched by a qualifying entity) once.</li>
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</ul>
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</td>
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</tr>
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</table>
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