Nuclide
Software Development Kit for id Technology
trigger_relay Class Reference

About this class

Server-Entity: Relay With State Override.

QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) TRLY_ONCE

OVERVIEW

This is an in-between trigger that forces a desired output state instead of toggling e.g. a door open.

KEYS

  • "targetname" : Name
  • "target" : Target to trigger.
  • "triggerstate" : Desired state of the triggered entity.
  • "delay" : Delay til the target is triggered, in seconds.
  • "killtarget" : Target to remove when triggered.

SPAWNFLAGS

  • TRLY_ONCE (1) : When set, this entity will be removed upon triggering its targets.

NOTES

The triggerstate key can be one of three things:

  • 0: Off
  • 1: On
  • 2: Toggle

Where 'off' will close entities like func_door, and 'on' will open them.

TRIVIA

This entity was introduced in Quake (1996).

Inheritance diagram for trigger_relay:
NSPointTrigger

Public Member Functions

void trigger_relay (void)
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual void Respawn (void)
 Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to NSIO::SpawnKey but for save-game fields. More...
 

Constructor & Destructor Documentation

◆ trigger_relay()

void trigger_relay::trigger_relay ( void  )

Member Function Documentation

◆ Respawn()

void trigger_relay::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from NSPointTrigger.

◆ Restore()

void trigger_relay::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to NSIO::SpawnKey but for save-game fields.

Whatever you write into file handles within your NSIO::Save() method needs to be read back in here.

Reimplemented from NSPointTrigger.

◆ Save()

void trigger_relay::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from NSPointTrigger.

◆ SpawnKey()

void trigger_relay::SpawnKey ( string  strKey,
string  strValue 
)
virtual

This method handles entity key/value pairs on map load.

You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of NSIO.

Reimplemented from NSPointTrigger.

◆ Trigger()

void trigger_relay::Trigger ( entity  act,
triggermode_t  state 
)
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from NSTrigger.


The documentation for this class was generated from the following file: