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edits
(added big warning to chr_holdkey because BWest never finished writing the code for it) |
(added note to trig_reset) |
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*sound_objects_reset (null) - reloads the sounds objects | *sound_objects_reset (null) - reloads the sounds objects | ||
*trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91 | *trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91 | ||
''See note under "[[#triggers (lasers)|triggers]]".'' | |||
*trigvolume_reset name:string - reset a trigger volume to its level-load state - trigvolume_reset tv_move4 | *trigvolume_reset name:string - reset a trigger volume to its level-load state - trigvolume_reset tv_move4 | ||
*turret_reset turret_id:int - resets a turret to initial state | *turret_reset turret_id:int - resets a turret to initial state | ||
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*trig_speed trigger_id:int volume:float - sets a triggers speed - trig_speed 514 .15 | *trig_speed trigger_id:int volume:float - sets a triggers speed - trig_speed 514 .15 | ||
*trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91 | *trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91 | ||
''Pass no trigger ID to <tt>trig_reset</tt>'' to reset all triggers. Note that if a trigger has its "time off" field filled in, it will shut back off after the amount of time specified in that field (but this feature is never used in the vanilla game data).'' | |||
===trigger volumes=== | ===trigger volumes=== |