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Updated trigger_once (markdown)

Dmitry Novikov 2017-11-03 00:10:35 +07:00
parent 961fcbed1d
commit e9b7d9fd54

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<td> <td>
<h3>Description</h3> <h3>Description</h3>
<ul>A simple brush-based trigger which triggers its target once when a players enters it - never a second time in the round.</ul> <ul>A simple brush-based trigger which triggers its target once when a players enters it - never a second time in the round.</ul>
<h3>Properties</h3> <h3>Properties</h3>
<ul> <ul>
<blockquote> <blockquote>
Name - <i>(targetname) (String)</i> Name - <i>(targetname) (String)</i>
<ul>The targetname that other entities refer to this entity by.</ul> <ul>The targetname that other entities refer to this entity by.</ul>
<hr> <hr>
Delay before trigger - <i>(delay) (Integer)</i> Delay before trigger - <i>(delay) (Integer)</i>
<ul>Usually the time in seconds before an entity should trigger its target (after being triggered itself).</ul> <ul>Usually the time in seconds before an entity should trigger its target (after being triggered itself).</ul>
<hr> <hr>
Target - <i>(target) (Integer)</i> Target - <i>(target) (Integer)</i>
<ul>When an entity is activated, it triggers the entity with the name specified by Target.</ul> <ul>When an entity is activated, it triggers the entity with the name specified by Target.</ul>
<hr> <hr>
Master - <i>(master) (String)</i> Master - <i>(master) (String)</i>
<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> <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>
</blockquote> </blockquote>