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Wiki » Reference » trigger_ entities » trigger_once
ARTICLE

trigger_once

This is an entity, present on Quake, Quake II, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4 and Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.

Quake

Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching

If "notouch" is set, the trigger is only fired by other entities, not by touching. if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired. if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.

set "message" to text string

Spawnflags

Flag Bit Description
notouch 1

Keys

Key Description
targetname . If "health" is set, the trigger must be killed to activate.
sounds 1) secret 2) beep beep 3) large switch 4)

Editor

Property Value
Type brush entity
Color .5 .5 .5

Quake II

Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching "targetname".

If TRIGGERED, this trigger must be triggered before it is live.

sounds 1) secret 2) beep beep 3) large switch 4)

Spawnflags

Flag Bit Description
TRIGGERED 4

Keys

Key Description
message string to be displayed when triggered

Editor

Property Value
Type brush entity
Color .5 .5 .5
Spawn function SP_trigger_once

RTCW Single Player

Must be targeted at one or more entities. Once triggered, this entity is destroyed (you can actually do the same thing with trigger_multiple with a wait of -1)

Spawnflags

Flag Bit Description
AI_Touch 1

Editor

Property Value
Type brush entity
Color .5 .5 .5
Spawn function SP_trigger_once

RTCW Multiplayer

Must be targeted at one or more entities. Once triggered, this entity is destroyed (you can actually do the same thing with trigger_multiple with a wait of -1)

Spawnflags

Flag Bit Description
AI_Touch 1

Editor

Property Value
Type brush entity
Color .5 .5 .5
Spawn function SP_trigger_once

Enemy Territory

Must be targeted at one or more entities. Once triggered, this entity is destroyed (you can actually do the same thing with trigger_multiple with a wait of -1)

Spawnflags

Flag Bit Description
AI_Touch 1

Editor

Property Value
Type brush entity
Color .5 .5 .5
Spawn function SP_trigger_once

DOOM 3

Variable sized single-use trigger. Must be targeted at one or more entities.

Keys

Key Type Default Description
delay var 0 seconds to wait before firing after triggered.
call var script function to call when triggered.
requires var item required in players inventory to fire.
removeItem var if above item is removed from inventory when used.
anyTouch var 0 anything can touch it, players, mobs.
noTouch var 0 cannot be touched, must be triggered.
triggerFirst var don't activate until triggered.
noClient var 0 can't be touched by players, but can be touched by other entities (func_activators, for instance).

Editor

Property Value
Type brush entity
Spawn class idTrigger_Multi -> idTrigger -> idEntity -> idClass
Color .5 .5 .5

Script events

Event Declared by
activate idTrigger_Multi
enable idTrigger
disable idTrigger
getName idEntity
setName idEntity
activateTargets idEntity
numTargets idEntity
getTarget idEntity
randomTarget idEntity
bindToJoint idEntity
removeBinds idEntity
bind idEntity
bindPosition idEntity
unbind idEntity
setOwner idEntity
setModel idEntity
setSkin idEntity
getShaderParm idEntity
setShaderParm idEntity
setShaderParms idEntity
setColor idEntity
getColor idEntity
isHidden idEntity
hide idEntity
show idEntity
cacheSoundShader idEntity
startSoundShader idEntity
startSound idEntity
stopSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getAngles idEntity
setAngles idEntity
getLinearVelocity idEntity
setLinearVelocity idEntity
getAngularVelocity idEntity
setAngularVelocity idEntity
getSize idEntity
setSize idEntity
getMins idEntity
getMaxs idEntity
touches idEntity
setGuiParm idEntity
setGuiFloat idEntity
getNextKey idEntity
setKey idEntity
getKey idEntity
getIntKey idEntity
getFloatKey idEntity
getVectorKey idEntity
getEntityKey idEntity
restorePosition idEntity
distanceTo idEntity
distanceToPoint idEntity
startFx idEntity
waitFrame idEntity
wait idEntity
hasFunction idEntity
callFunction idEntity
setNeverDormant idEntity
setGui idEntity
precacheGui idEntity
getGuiParm idEntity
getGuiParmFloat idEntity
guiNamedEvent idEntity
remove idClass

Quake 4

Variable sized single-use trigger. Must be targeted at one or more entities.

Keys

Key Type Default Description
delay var 0 seconds to wait before firing after triggered.
call var script function to call when triggered.
requires var item required in players inventory to fire.
removeItem var if above item is removed from inventory when used.
anyTouch var 0 anything can touch it, players, mobs.
noTouch var 0 cannot be touched, must be triggered.
triggerFirst var don't activate until triggered.
noClient var 0 can't be touched by players, but can be touched by other entities (func_activators, for instance).
triggerWithSelf var Pass in the trigger for script functions rather than the entity that hit the trigger.
_callWithTargets var When set to 1, this trigger calls function specified by <call>, passing each of its attached targets to the function. NOTE: The targets are not actually triggered! default 0.
onlyVehicle var 0 When set to 1, only a vehicle can activate this trigger. NOTE: This 100% overrides anyTouch, noTouch, and noClient.

Editor

Property Value
Type brush entity
Spawn class idTrigger_Multi -> idTrigger -> idEntity -> idClass
Color .5 .5 .5

Script events

Event Declared by
activate idTrigger_Multi
earthquake idTrigger_Multi
enable idTrigger
disable idTrigger
getName idEntity
setName idEntity
activateTargets idEntity
numTargets idEntity
getTarget idEntity
randomTarget idEntity
bindToJoint idEntity
removeBinds idEntity
bind idEntity
bindPosition idEntity
unbind idEntity
setOwner idEntity
setModel idEntity
setSkin idEntity
getShaderParm idEntity
setShaderParm idEntity
setShaderParms idEntity
setColor idEntity
getColor idEntity
isHidden idEntity
hide idEntity
show idEntity
cacheSoundShader idEntity
startSoundShader idEntity
startSound idEntity
stopSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getAngles idEntity
setAngles idEntity
getLinearVelocity idEntity
setLinearVelocity idEntity
getAngularVelocity idEntity
setAngularVelocity idEntity
getSize idEntity
setSize idEntity
getMins idEntity
getMaxs idEntity
touches idEntity
setGuiParm idEntity
setGuiFloat idEntity
getNextKey idEntity
setKey idEntity
getKey idEntity
getIntKey idEntity
getFloatKey idEntity
getVectorKey idEntity
getEntityKey idEntity
restorePosition idEntity
distanceTo idEntity
distanceToPoint idEntity
startFx idEntity
waitFrame idEntity
wait idEntity
hasFunction idEntity
callFunction idEntity
setNeverDormant idEntity
clearSkin idEntity
setContents idEntity
getLastBlocker idEntity
playEffect idEntity
stopEffect idEntity
stopAllEffects idEntity
getHealth idEntity
hideSurface idEntity
showSurface idEntity
guiEvent idEntity
playbackCallback idEntity
getBindMaster idEntity
applyImpulse idEntity
removeNullTargets idEntity
isA idEntity
isSameTypeAs idEntity
matchPrefix idEntity
clearTargetList idEntity
appendTarget idEntity
removeTarget idEntity
setHealth idEntity
remove idClass

Prey

Variable sized single-use trigger. Must be targeted at one or more entities.

Keys

Key Type Default Description
delay var 0 seconds to wait before firing after triggered.
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.
anyTouch var 0 anything can touch it, players, mobs.
noTouch var 0 cannot be touched, must be triggered.
noClient var 0 can't be touched by players, but can be touched by other entities (func_activators, for instance).
triggerBehavior var describes what can trigger the trigger. 0 is player only, 1 is friendlies only, 2 is monsters only, 3 is player, monsters, and friendlies, 4 is trigger_classes. Default: 0. players, monsters, characters, and func_activtors can trigger triggers
enabled bool initially enabled (default 1)
isSimpleBox bool simple boxes are cheaper and use axis-aligned bounds for checks (1)
random var 0 wait variance. trigger waits wait + or - random after firing targets before triggering again.
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.
triggerFirst var dont activate until triggered.
refire var seconds to wait before re-firing the trigger (as long as you are still in it) (default -1 = off)
untrigger var when untriggered, resend the trigger message to targets
noVehicles bool disallows trigger from player vehicles (0)

Editor

Property Value
Type brush entity
Spawn class hhTrigger -> idEntity -> idClass
Inherits trigger_multiple
Color 0.75 0.0 1.0

Script events

Event Declared by
enable hhTrigger
disable hhTrigger
activate hhTrigger
deactivate hhTrigger
moveToJoint idEntity
moveToJointWeighted idEntity
moveJointToJoint idEntity
moveJointToJointOffset idEntity
setSkin idEntity
spawnDebris idEntity
delayDamageEntity idEntity
dispose idEntity
setDeformation idEntity
setFloatKey idEntity
setVectorKey idEntity
setEntityKey idEntity
playerCanSee idEntity
setContents idEntity
setClipmask idEntity
setPortalCollision idEntity
killbox idEntity
getName idEntity
setName idEntity
findTargets idEntity
activateTargets idEntity
numTargets idEntity
getTarget idEntity
randomTarget idEntity
bindToJoint idEntity
removeBinds idEntity
bind idEntity
bindPosition idEntity
unbind idEntity
setOwner idEntity
setModel idEntity
getShaderParm idEntity
setShaderParm idEntity
setShaderParms idEntity
setColor idEntity
getColor idEntity
isHidden idEntity
hide idEntity
show idEntity
cacheSoundShader idEntity
startSoundShader idEntity
startSound idEntity
stopSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getAngles idEntity
setAngles idEntity
getLinearVelocity idEntity
setLinearVelocity idEntity
getAngularVelocity idEntity
setAngularVelocity idEntity
getSize idEntity
setSize idEntity
getMins idEntity
getMaxs idEntity
touches idEntity
setGuiParm idEntity
setGuiFloat idEntity
getNextKey idEntity
setKey idEntity
getKey idEntity
getIntKey idEntity
getFloatKey idEntity
getVectorKey idEntity
getEntityKey idEntity
restorePosition idEntity
updateCameraTarget idEntity
distanceTo idEntity
distanceToPoint idEntity
startFx idEntity
waitFrame idEntity
wait idEntity
hasFunction idEntity
callFunction idEntity
setNeverDormant idEntity
playRumble idEntity
stopRumble idEntity
remove idClass

Last changed Sep 21, 2026
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RELATED GAMES
Quake
Quake II
Return to Castle Wolfenstein
Wolfenstein: Enemy Territory
DOOM 3
Quake 4
Prey
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