target |
Value is a name; activation state of trigger entity with matching
targetname value is toggled (for simple activation, set the
TRIGGER_ONCE flag of the trigger_activate and the DEACTIVATED
flag of the trigger to be activated; toggling activation states could
make things excessively confusing). REQUIRED (at least if the thing is
to be of a any use ...)
|
soundtype |
Value is one of the following numbers:
- 1 -- secret sound
- 2 -- bell (default)
- 3 -- metal sound
A sound will always be produced if there is a message-value, so
silent activators shouldn't have one.
|
message |
Value is a number, indicting the message to
be displayed when the activator fires. |
delay |
Value is a number; how long trigger fires targets after being used.
|
wait |
Value is a number; low long it takes (sec) for activator to be re-fireable
(default = .2).
|
puzzle_piece1..4 |
(4 fields). Value is the name of a puzzle
piece; these are listed in puzzles.txt.
Trigger won't fire until player has all the required pieces.
|
no_puzzle_msg |
Value is a number, indicating the message
to be displayed
when player lacks required puzzle pieces.
|
targetname |
Value is a name, targetted by another activator;
use DEACTIVATED spawnflag to start in deactivated state. Activating
activators sounds like bug city to me ...
|
killtarget |
remove the target after having triggered it once (from Eutectic's
list, haven't tested it).
|
netname |
unique name used for linking to other entities (Eutetic, untested
by me).
|
aflag |
order number used in sequence triggering (Eutectic, untested by me).
|
style |
Value is a number, used in controlling banks of
lights. This is used in tibet2 of Portal of Praevus, but I haven't
checked it out.
|
spawnflags: |
Add up the numbers for the properties you want, & set the sum as
the spawnflags value.
- 1 = ONCE : if set, the trigger will fire once & then disappear.
- 2 = RELAY : don't know (neither does Eutectic)
- 8 = DEACTIVATED : must be activated first (not tested by me).
|