pXent_settriggerflag
			(ENTITY* entity, var type, var trigger)
This
function uses the volume of a 
static
 
actor as a trigger area that generates an ENABLE_TRIGGER event.
	Parameters:
	
	
	
		| 
			entity | 
		
			
		  Registered PH_STATIC entity. | 
	
	
		| 
			type 
	   | 
		
			NX_TRIGGER_ON_ENTER 
		    NX_TRIGGER_ON_LEAVE 
		    NX_TRIGGER_ON_STAY 
		    NX_TRIGGER_ENABLE			(sets all 3 flags together) | 
	
	
		| 
			trigger | 
		
			1 = on, 0 = off | 
	
	Returns:
Trigger area number if successful, 0
otherwise.
	Remarks:
  - This function also sets the
    entity's ENABLE_TRIGGER flag.
 
  - In the
	    event function, the me/my pointer is the trigger area entity, the you pointer is
  the actor that collides with the trigger. 
 
  - The actor->userdata struct gets overwritten (internally), but
	this normally won't cause problems.
    
    Do not set this flag for
  dynamic actors. 
 
	
	Speed:
Fast
Example:
function EventTrigger()
{
  reset(my,TRANSLUCENT); //to visualize the collision
  pX_setforcemode(NX_FORCE);
  pXent_addexplosion(you,my.x,500,my.max_x/2); // you is the entity that collides with the trigger object
  wait(-1);
  set(my,TRANSLUCENT);
}
...
ENTITY* trigger_zone = ent_create("earth.mdl",vector(0,0,0),NULL);      
pXent_settype(trigger_zone,PH_STATIC,PH_SPHERE);
pXent_settriggerflag(trigger_zone, NX_TRIGGER_ON_ENTER, 1);
trigger_zone.event = EventTrigger;      
See also:
pX_setforcemode,
pXent_addexplosion,
pXent_settype