6 activator = self.enemy;
12 ==============================
15 the global "activator" should be set to the entity that initiated the firing.
17 If self.delay is set, a DelayedUse entity will be created that will actually
18 do the SUB_UseTargets after that many seconds have passed.
20 Centerprints any self.message to the activator.
22 Removes all entities with a targetname that match self.killtarget,
23 and removes them, so some events can remove other triggers.
25 Search for (string)targetname in all entities that
26 match (string)self.target and call their .use function
28 ==============================
30 void() SUB_UseTargets =
32 local entity t, stemp, otemp, act;
39 // create a temp object to fire at a later time
41 t.classname = "DelayedUse";
42 t.nextthink = time + self.delay;
45 t.message = self.message;
46 t.killtarget = self.killtarget;
47 t.target = self.target;
55 if (activator.classname == "player" && self.message != "")
57 centerprint (activator, self.message);
59 sound (activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
63 // kill the killtagets
70 t = find (t, targetname, self.killtarget);
86 t = find (t, targetname, self.target);
106 entity stemp, otemp, s, old;
109 void() trigger_reactivate =
111 self.solid = SOLID_TRIGGER;
114 //=============================================================================
116 float SPAWNFLAG_NOMESSAGE = 1;
117 float SPAWNFLAG_NOTOUCH = 1;
119 // the wait time has passed, so set back up for another activation
124 self.health = self.max_health;
125 self.takedamage = DAMAGE_YES;
126 self.solid = SOLID_BBOX;
131 // the trigger was just touched/killed/used
132 // self.enemy should be set to the activator so it can be held through a delay
133 // so wait for the delay time before firing
134 void() multi_trigger =
136 if (self.nextthink > time)
138 return; // allready been triggered
141 if (self.classname == "trigger_secret")
143 if (self.enemy.classname != "player")
145 found_secrets = found_secrets + 1;
146 WriteByte (MSG_ALL, SVC_FOUNDSECRET);
150 sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
152 // don't trigger again until reset
153 self.takedamage = DAMAGE_NO;
155 activator = self.enemy;
161 self.think = multi_wait;
162 self.nextthink = time + self.wait;
165 { // we can't just remove (self) here, because this is a touch function
166 // called wheil C code is looping through area links...
167 self.touch = nullfunction;
169 self.nextthink = time + 0.1;
170 self.think = SUB_Remove;
176 self.enemy = activator;
182 if (other.classname != "player")
185 // if the trigger has an angles field, check player's facing direction
186 if (self.movedir != '0 0 0')
188 makevectors (other.angles);
189 if (v_forward * self.movedir < 0)
190 return; // not facing the right way
197 void multi_eventdamage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
199 if (!self.takedamage)
201 self.health = self.health - damage;
202 if (self.health <= 0)
204 self.enemy = attacker;
209 /*QUAKED trigger_multiple (.5 .5 .5) ? notouch
210 Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
211 If "delay" is set, the trigger waits some time after activating before firing.
212 "wait" : Seconds between triggerings. (.2 default)
213 If notouch is set, the trigger is only fired by other entities, not by touching.
214 NOTOUCH has been obsoleted by trigger_relay!
220 set "message" to text string
222 void() trigger_multiple =
224 if (self.sounds == 1)
226 precache_sound ("misc/secret.wav");
227 self.noise = "misc/secret.wav";
229 else if (self.sounds == 2)
231 precache_sound ("misc/talk.wav");
232 self.noise = "misc/talk.wav";
234 else if (self.sounds == 3)
236 precache_sound ("misc/trigger1.wav");
237 self.noise = "misc/trigger1.wav";
242 self.use = multi_use;
248 if (self.spawnflags & SPAWNFLAG_NOTOUCH)
249 objerror ("health and notouch don't make sense\n");
250 self.max_health = self.health;
251 self.event_damage = multi_eventdamage;
252 self.takedamage = DAMAGE_YES;
253 self.solid = SOLID_BBOX;
254 setorigin (self, self.origin); // make sure it links into the world
258 if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
260 self.touch = multi_touch;
266 /*QUAKED trigger_once (.5 .5 .5) ? notouch
267 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
268 "targetname". If "health" is set, the trigger must be killed to activate.
269 If notouch is set, the trigger is only fired by other entities, not by touching.
270 if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
271 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.
277 set "message" to text string
279 void() trigger_once =
285 //=============================================================================
287 /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
288 This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
290 void() trigger_relay =
292 self.use = SUB_UseTargets;
296 //=============================================================================
303 self.count = self.count - 1;
309 if (activator.classname == "player"
310 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
313 centerprint (activator, "There are more to go...");
314 else if (self.count == 3)
315 centerprint (activator, "Only 3 more to go...");
316 else if (self.count == 2)
317 centerprint (activator, "Only 2 more to go...");
319 centerprint (activator, "Only 1 more to go...");
324 if (activator.classname == "player"
325 && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
326 centerprint(activator, "Sequence completed!");
327 self.enemy = activator;
331 /*QUAKED trigger_counter (.5 .5 .5) ? nomessage
332 Acts as an intermediary for an action that takes multiple inputs.
334 If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
336 After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
338 void() trigger_counter =
344 self.use = counter_use;
349 self.solid = SOLID_TRIGGER;
355 if (other.takedamage)
357 self.solid = SOLID_NOT;
358 Damage (other, self, self, self.dmg, DEATH_HURTTRIGGER, '0 0 0', '0 0 0');
359 self.think = hurt_on;
360 self.nextthink = time + 1;
366 /*QUAKED trigger_hurt (.5 .5 .5) ?
367 Any object touching this will be hurt
368 set dmg to damage amount
371 void() trigger_hurt =
374 self.touch = hurt_touch;
378 self.message = "was in the wrong place.";
381 //void() target_speaker_use = {sound(self, CHAN_VOICE, self.noise, 1, 1);}
382 //void() target_speaker = {self.use = target_speaker_use;}
384 void() target_speaker =
387 precache_sound (self.noise);
388 ambientsound (self.origin, self.noise, 1, ATTN_STATIC);
397 self.nextthink = time + 0.1;
399 if(random() < self.wait) {
400 te_spark(self.origin,'0 0 -1',self.cnt);
407 self.think = sparksthink;
408 self.nextthink = time + 0.2;
410 // self.cnt is the amount of sparks that one burst will spawn
412 self.cnt = 25.0; // nice default value
415 // self.wait is the probability that a sparkthink will spawn a spark shower
416 // range: 0 - 1, but 0 makes little sense, so...
417 if(self.wait < 0.05) {
418 self.wait = 0.25; // nice default value
423 precache_sound (self.noise);
424 ambientsound (self.origin, self.noise, 1, ATTN_STATIC);