mtl_trigger_counter
A multi-target variant of game_counter
. Instead of triggering a single target when its counter reaches a certain value, it can trigger different targets at specific counter values.
This entity also has a 'clock mode', in which the counter is automatically incremented periodically. In this mode, triggering it will pause/resume the clock instead of incrementing the counter.
Related tutorials:
Properties
- Name (targetname) -- The name of this entity.
-
Trigger mode (trigger_mode)
-
Increment when triggered (0) -- In this mode, triggering an
mtl_trigger_counter
will increment its counter by 1. The counter can also be decremented or set to a specific value by using atrigger_relay
orgame_counter_set
, or by using the-targetname
andset targetname value
target patterns. -
Keep incrementing until triggered again (Clock mode) (1) -- The counter value will automatically be incremented at a regular interval. Triggering the
mtl_trigger_counter
will pause or resume the incrementing.
-
Increment when triggered (0) -- In this mode, triggering an
- Initial counter value (initial_value) -- The initial counter value. The default is 0.
- Reset counter at (empty = no reset) (reset_counter_at) -- When the counter reaches this value, it is reset to the initial counter value. If this is empty, the counter will not be reset automatically.
- Increment interval (Clock mode) (interval) -- When trigger mode is set to 'Clock mode', this is the interval at which the counter is incremented, in seconds.
Custom properties
Similar to multi_manager
, targets are specified with custom properties, which can be added when SmartEdit mode is disabled. The property key must be an entity name, and the property value must be a number. The target entity will be triggered when the counter value reaches that number.
Flags
- Start on (Clock mode) (1) -- By default, 'clock mode' is initially paused (off). By enabling this flag, the clock will immediately be active (on) when the level starts.
Notes
-
Unlike
multi_manager
, there is no limit to the number of targets. -
This entity generates a number of
game_counter
andmulti_manager
entities, depending on the number of targets. Onegame_counter
is generated for every distinct target counter number, and amulti_manager
is generated for targets that have the same counter number.