Updated trigger_once (markdown)

Dmitry Novikov 2017-11-03 00:10:35 +07:00
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<h4 align="center" style="font-weight: 600;">Trigger_once</h4> <h4 align="center" style="font-weight: 600;">Trigger_once</h4>
<img src="https://cloud.githubusercontent.com/assets/5860435/18866048/4ddc49d4-84c8-11e6-999f-69da67ea53d5.jpg" /> <img src="https://cloud.githubusercontent.com/assets/5860435/18866048/4ddc49d4-84c8-11e6-999f-69da67ea53d5.jpg" />
<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/> <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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<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> </ul>
</ul> <h3>Flags</h3>
<h3>Flags</h3> <ul>
<ul> <li>1: "Monsters": If set, monsters can trigger this.</li>
<li>1: "Monsters": If set, monsters can trigger this.</li> <li>2: "No clients": If set, players won't be able to trigger this.</li>
<li>2: "No clients": If set, players won't be able to trigger this.</li> <li>4: "Pushables": If set, func_pushable entities can trigger this.</li>
<li>4: "Pushables": If set, func_pushable entities can trigger this.</li> <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>
<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> </ul>
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</table> </table>