...trigger_counter is just that - a counter that can be used to control other events. You can give it a "count" variable and it will cycle through each value. The cycling can be continuous or made to increment only each time the trigger is set. It is typically connected to func_oncount's which themselves are given a "count" variable. When the value of the trigger_counter equals the "count" on the func_oncount, the event connected to the func_oncount will be set.
The info_null is usually used for directed lighting, like spot lights. The light entity is given a target and the info_null is given the targetname. The closer that the info_null is to the light entity, the broader that the light beam will be. The difference between the info_null and the info_notnull is that the info_null will be removed from the BSP file once the LIGHT process is finished; the info_notnull will remain after LIGHT'ing and it is used for targeting thing like lightning (in our pack), etc..
- Levelord
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