trigger_fogdensity
/*QUAKED trigger_fogdensity (.5 .5 .5) ? 
Sets the value of r_fog_density
and the fog color
---------KEY----------------
target - fog density (.01 - .0001)
color - red green blue values (0 0 0)
        range of 1.0 - 0
----------------------------
*/

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trigger_push
/*QUAKED trigger_push (.5 .5 .5) ? FORCE_ONCE
Pushes the player
---------KEYS----------
speed -  how fast the player is pushed (default 500)
angle - the angle to push the player along the X,Y
zangle - the up direction to push the player (0 is straight up, 180 is straight down)
------------------------------------
-------FLAGS---------------
FORCE_ONCE - pushes once and then goes away
------------------------------------
*/

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trigger_Damage
/*QUAKED trigger_Damage (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
Any entity that Touches this will be Damage.

It does dmg points of Damage each server frame

SILENT            supresses playing the sound
SLOW            changes the Damage rate to once per second
NO_PROTECTION    *nothing* stops the Damage

"dmg"            default 5 (whole numbers only)

*/

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trigger_Gravity
/*QUAKED trigger_Gravity (.5 .5 .5) ?
Changes the Touching entites Gravity to
the value of "Gravity".  1.0 is standard
Gravity for the level.
*/

******************
trigger_MonsterJump
/*QUAKED trigger_MonsterJump (.5 .5 .5) ?
Walking monsters that Touch this will jump in the direction of the trigger's angle
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
*/

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trigger_goto_buoy
/*QUAKED trigger_goto_buoy (.5 .5 .5) ? Touch IgnoreEnemy TeleportSafe TeleportUnSafe FIXED STAND WANDER
A monster touching this trigger will find the buoy with the "pathtarget" targetname and head for it if it can.

This is NOT a touch trigger for a player, only monsters should ever touch it and only if the TOUCH spawnflag is on.

To have a player touch-trigger it, have the player touch a normal trigger that fires this trigger... (sorry!)

Otherwise, acts like a normal trigger.

"pathtarget" - targetname of buoy monster should head to

Touch - should be able to be touch-activated by monsters- NOTE: This will try to force the entity touching the trigger to it's buoy- should NOT be intended to be touched by anything but monsters

IgnoreEnemy - Monster will ignore his enemy until he gets to his target buoy (or until attacked or woken up some other way, working on preventing this if desired)

TeleportSafe - Make monster teleport to target buoy only if there is nothing there and the player cannot see the monster and/or desination buoy

TeleportUnSafe - Same as TeleportSafe, but ignores whether or not the player can see the monster and/or desination buoy

If you wish to make an assassin teleport to a buoy, use TeleportUnsafe since he doesn't need to hide the teleport from the player

FIXED - Upon arriving at the target buoy, the monster will become fixed and wait for an enemy (will not move from that spot no matter what)

STAND - Upon arriving at the target buoy, the monster will forget any aenemy it has and simply stand around there until it sees another enemy

WANDER - Upon arriving at the target buoy, the monster will forget any aenemy it has and begin to wander around that buoy's vicinity

"wait" how long to wait between firings
"delay" how long to wait after being activated to actually try to send the monster away
*/

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