Trigger_script is used in single player mode to start Scripted Sequences ("They're waiting for you Gordon...in the test chamber.") that the AI follows while driving the characters. More than that, i'm not to good cause I've never done any stuff like that, only multiplayer.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
You're thinking of the scripted_sequence and scripted_sentence entities. Trigger_script is an NS-specific entity. I believe it was designed for the training level which is slated for a later release in NS. I personally know nothing of how it functions, but I imagine it has no relevance to standard NS MP levels.
<!--QuoteBegin--KungFuSquirrel+Mar 22 2003, 07:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Mar 22 2003, 07:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->... I imagine it has no relevance to standard NS MP levels.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Yeah, there are hints of a scripting engine in NS (run and clientrun cheat commands, trigger_script entity), but the functionality isn't implemented and those commands are going to be removed from 1.1's shipping version (along with a bunch of other useless cheats like overflow and crash).
Basically, it's safe to ignore and won't function if you try to use it.
Comments
GSH
Yeah, there are hints of a scripting engine in NS (run and clientrun cheat commands, trigger_script entity), but the functionality isn't implemented and those commands are going to be removed from 1.1's shipping version (along with a bunch of other useless cheats like overflow and crash).
Basically, it's safe to ignore and won't function if you try to use it.