| delay |
var |
0 |
seconds to wait before firing after triggered (default 0) |
| refire |
var |
|
seconds to wait before re-firing the trigger as long as you are still in it (default -1 = off) |
| call |
var |
|
script function to call when triggered |
| uncall |
var |
|
script function to call when untriggered |
| uncalldelay |
var |
|
seconds between checks to see if uncall has arrived |
| requires |
var |
|
item required in players inventory to fire |
| removeItem |
var |
|
if above item is removed from inventory when used |
| triggerBehavior |
var |
|
describes what can trigger the trigger. 0=player only, 1=player,monsters, and friendlies, 2=trigger_classes. Default=0. |
| noTouch |
bool |
0 |
cannot be touched, must be triggered |
| enabled |
bool |
|
initially enabled (default 1) |
| untrigger |
var |
|
when untriggered, resend the trigger message to targets |
| wait |
var |
0.5 |
seconds between triggerings. Use '-1' to indicate one time only. (default 0.5) |
| random |
var |
0 |
wait variance (default 0) |
| randomDelay |
var |
|
delay variance. trigger waits delay + or - random_delay before firing targets. |
| callRef |
var |
|
script function to call when triggered which takes trigger/entity reference as parm. |
| uncallRef |
var |
|
script function to call when untriggered which takes trigger/entity reference as parm. |
| callRefActivator |
var |
|
script function to call when triggered which takes trigger/entity and activator/entity reference as parms. |
| uncallRefActivator |
var |
|
script function to call when untriggered which takes trigger/entity and activator/entity reference as parms. |
| anyTouch |
var |
0 |
anything can touch it, players, mobs. |
| triggerFirst |
var |
|
dont activate until triggered. |
| noClient |
var |
0 |
can't be touched by players, but can be touched by other entities (func_activators, for instance). |
| isSimpleBox |
bool |
|
simple boxes are cheaper and use axis-aligned bounds for checks (1) |
| noVehicles |
bool |
|
disallows trigger from player vehicles (0) |