|trigger_always||Always on trigger|
|trigger_counter||Multiple input trigger|
|trigger_gravity||Gravity changing trigger|
|trigger_hurt||Damage a player|
|trigger_key||Trigger that works like picking up a key ent|
|trigger_monsterjump||Triggers a monster to jump|
|trigger_multiple||Mutliple time use trigger|
|trigger_once||One time use trigger|
|trigger_push||Push a player in a certain direction|
|trigger_relay||Relays actions to other entities|
A trigger that is always on, and starts when the level begins.
target: the thing you are triggering
killtarget: after triggering the target once, it destroys the ent
delay: the time between firings
A trigger that allows for multiple inputs. This means the trigger will only fire when multiple different inputs are satisfied. As an example, if you want a door to open only when two different buttons are pressed. First make the door and give it a
door1. Then make a trigger_counter and set the
2. Now create two func_buttons and set their
target: the thing you are triggering
targetname: the name of the trigger
count: the number of actions that are required to fire the trigger
1 nomessage: typically the counter will display how many items are left, this will disable those
This is by far one of the more annoying entities to use and setup, but provides a pretty neat function once you do. It is as the name implies, an elevator. You can setup buttons at each floor and call the elevator to it. Before you start making the elevator, you must know how each of the following work, and be comfortable using them:
Place a trigger_elevator somewhere in the map. This is not the elevator platform, and will not be visible. Give the trigger_elevator a
elevator and a
Now create the actual elevator platform. This can be a simple square or something more elaborate. When you are finished turn the entire platform into a func_train. Give the func_train the
train so it will be targetted by the trigger_elevator. Then give it a
p1, which will be the first path_corner.
Now create the actual path_corner and give it a
p1 to link it to the func_train. Place this on the lowest floor the elevator will go to. Repeat this for each floor, and give each one a
targetname according to the floor,
Each path_corner needs a
pathtarget keypair. Give each one a name like
stop1 for each floor.
Now we need to create a func_button for each floor. Give each button a
elevator as that is what we named the trigger_elevator.
Each func_button also needs a
pathtarget that you want the elevator to stop on when pressed. For instance, for the bottom func_button on floor 1, you will want to make the
pathtarget set to
p2 as that is the name of the 2nd floor path_corner. Then so and so forth. Basically, you want to set the
path_target of each floor to the floor you want it to go to next.
If you want to setup buttons to call the elevator to your location, set a func_button’s
pathtarget to floor the button is on.
This is a trigger that affects the gravity of the level. In vanilla quake 2, this only affects non-player entities. However, in jumpmod it was modified to work with players, and not entities.
Using it is very simple, just create a brush the size of the area you want to change gravity in. Alternatively, you can create the trigger over the exit a teleporter or in a confined space the player has to pass through. A downside of this trigger is that gravity does not reset when the player respawns. To combat this, just place another trigger_gravity over the player spawn. The default gravity you need to set is 800.
gravity: default 800, it can be set negative to make a player float up
A trigger that hurts the player when they enter it.
dmg: Default 5, how much damage the trigger will do.
1 start_off: the trigger doesn’t work until triggered on
2 toggle: the trigger can be turned on and off
4 silent: supresses the sounds the trigger makes
8 no_protection: damage goes directly to health, even if the player has armor, or any other form of protection
16 slow: the damage ticks are slower
This is used in combination with key entities. It is used to gate a door or trigger behind the player having a specific key. It does not work in jumpmod as the keys have been reworked to use as checkpoints instead. Using this item is a little counterintuitive, so an example is the easiest way. We will use a key_data_spinner to stop a fan.
Make the fan using a func_rotating and give it a
Place a trigger_key somewhere and give it a
fan. Also give it a
Now give the trigger_key the
item keypair with the value
Wherever you want the player to bring the key to must have a trigger that triggers the trigger_key. In this case, set the
item: used to specify the key you need, the options are on the key page above
An entity that can only be triggered by monster. It will make the monster jump in the specified direction, speed, and height.
angle: the angle that the monster will jump
speed: default is 200, the speed thrown in the angle from above
height: default is 200, the height thrown upward
A trigger that can be fired multiple times. Used extensively along with trigger_once for every single map. It is the basis of many contraptions and has many different types of uses.
target: the name of the ent this is triggering
targetname: used if also using the
triggered spawnflag, as it must be triggered into existance by another ent
sounds: the sound that plays when triggered; 1 =
secret, 2 =
beepbeep, 3 =
message: a message to display to players
delay: this is the time in seconds between touching the trigger and it firing
killtarget: will remove any entity that has a matching targetname
wait: default is 0.2, amount of time between firings
1 monster: allows monster and players to use the trigger
2 not_player: allows only monsters to use the trigger
4 triggered: the trigger must be triggered into existance before it can be used
Similar to a trigger_multiple, but only fires once before removing itself from the world. Refer to trigger_multiple on how to use this. The only differences are that the keypair
wait, and the spawnflag
monster do not function.
This is used to push the player in any direction.
speed: default 1000, the speed at which you are launched
angle: -1 for up, -2 for down, the rest are normal
angles: you can also set a 3d angle much like in info_player_intermission which means you can send players at diagonals. A great example of this is in the castlejumps map.
1 push_once: the ent only pushes one time, and then deletes itself from the map
Used to relay actions. It cannot be triggered by a player walking through it, which means it must have both a
targetname. An example of use for this ent is to have a crate, that when shot, causes other nearby crates to explode. You would create a func_explosive crate, and give it a
target that targets a trigger_relay. The relay would then target multiple other func_explosive crates.
target: the ent the trigger_relay is triggering
targetname: the ent that triggers the relay
delay: the amount of time between being triggered and firing
killtarget: permanently destroy the ent listed in the
message: the message that displays when fired
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