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November 13, 2004, 9:54 am PST
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  • recent articles

    Hiding in Shadow
    21/08/04 01:11pm PDT
    Describes how to create a function that has monsters disregard you if you are hiding in a certain level of "darkness," which can be set from within map properties.
    - Anders [Wolf] Jenbo (NoBody)

    XSI EXP for Half-Life 2 Tutorial - Camera Control
    23/09/04 12:43am PDT
    A SOFTIMAGE|XSI tutorial explaining all of the camera controls available to you in XSI!
    - Josh Enes

    Bump Mapping in Half-Life
    08/08/04 11:58am PDT
    Details a method of achieving real-time bump mapping in Half-Life, and provides an implementation of the algorithm.
    - Francis 'DeathWish' Woodhouse

    Real-Time "TRON 2.0" Glow For Low-Spec Hardware
    19/06/04 02:06pm PDT
    A sequel to the original "Real-Time 'TRON 2.0' Glow" article, this describes how to implement real-time glow that works on low-spec graphics cards.
    - Francis 'DeathWish' Woodhouse

    Hitboxes and Code
    05/06/04 06:25pm PDT
    How do I make only one part of a monster take damage? Learn about the relationship between model hitboxes and what you can do with them in a characters code.
    - Jonathan 'Teh_Freak' Smith

    Gib Item List
    05/06/04 08:44pm PDT
    Ever need a simple item for your map, like a roll of duct tape or a screwdriver? Well, use gib models instead of making them from brushes! This list details most of the useful gib models for adding that final touch to your map.
    - Spencer 'RabidMonkey' Rose

    Real-Time "TRON 2.0" Glow in Half-Life
    15/04/04 12:30pm PDT
    Describes how to implement an image-space glow effect into Half-Life using vertex and pixel shaders.
    - Francis 'DeathWish' Woodhouse

    Texture Alignment on Curves
    03/04/04 01:43pm PST
    Learn how to easily align textures evenly across curves. Also includes Vertex Manipulation and Align to View tool tips.
    - Andrew "KungFuSquirrel" Weldon

    Creating Your First Character
    27/03/04 09:27am PST
    Here is how to create your first character in SOFTIMAGE|XSI.
    - Geoff "DarkDruid" Bathauer

    Dynamic Lighting
    12/03/04 01:29pm PST
    A little description of the TE_DLIGHT and how to implement it to monsters attacks.
    - Jonathan 'Teh_Freak' Smith

    trigger_multiple
    Half-Life trigger entity

    solid entity
    description

    The trigger_multiple allows you to trigger events multiple times.

    usage

    The trigger_multiple is functionally equivalent to the trigger_once entity, with the exception that the trigger_multiple has a "wait" key that controls how long the trigger_multiple stays inactive after it has been used.

    properties

  • targetname (target_source) Name
  • target (target_destination) Target
  • killtarget (target_destination) Kill target
  • delay (string) Delay before trigger (default: 0)
  • wait (integer) Delay before reset (default: 10)
  • Master
  • message (string) Message (set sound too!)
  • netname (target_destination) Target Path
  • sounds (integer) Sound style

         0 - No Sound (default)

  • Flags
    This entity has the following flags. Flags can be either on or off. In the editor, these flags can be accessed in the Flags section of the entity properties.

  • 1 - Monsters
  • 2 - No Clients
  • 4 - Pushables

  • related entities
      
  • trigger_once
  • trigger_relay
  • attached files
      
  • triggers1.zip (7.93KB)
  • modified: Tue Feb 04, 2003 / 05:22pm PST
    this item has been viewed 2128 times
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    noone has commented on this entity

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