trigger_multiple

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trigger_multiple is a brush entity available in all Source games. It is a volume that fires outputs when a specified type of entity enters or leaves it.

See also

Keyvalues

Delay Before Reset <int>
Number of seconds after the entity has triggered before it can be triggered again. Use a trigger_once instead of -1.
entireteam <choices> (New with Left 4 Dead)
Which team must entirely touch it to fire an OnEntireTeamStartTouch output.
  • None
  • Survivors
  • Infected
allowghost <bool> (New with Left 4 Dead)
Whether ghost players can trigger.
allowincap <bool> (New with Left 4 Dead)
Whether incapacitated survivors can trigger.

TriggerOnce:

Filter Name <targetname>
Filter to use to see if activator triggers me. See filter_activator_name for details.

Origin:

Origin <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

EnableDisable:

Start Disabled <bool>
Stay dormant until activated (probably with the Enable input).

Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
Warning:See the warning under Counter-Strike Round Restarts before using the Parent field in CS:S.
Note:If a trigger does not start out with a parent, but rather gets one during run-time, this value should be set to a static entity. This is so the entity's solidity is set to VPhysics rather than BSP.

Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.

Targetname:

Name <string>
The targetname other entities refer to this entity by.

Flags

  • Applies to clients (players)
  • Applies to NPCs
  • Applies to pushables
  • Applies to physics objects
  • Applies to player ally NPCs
  • Applies to clients in vehicles
  • Applies to everything
  • Applies to clients not in vehicles
  • Applies to physics debris

Inputs

Trigger:

TouchTest (New with Orange Box)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.

TriggerOnce:

Toggle
Toggles this trigger between enabled and disabled states.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

OnEntireTeamStartTouch (New with Left 4 Dead)
Fired when all members of a team start touching this trigger.

Trigger:

OnEndTouch
Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire. (activator is the exiting entity)
OnEndTouchAll
Fires when the last entity in the entity's area exits this trigger or when this entity is disabled. Only entities that passed this trigger's filters are considered. (activator is the last exiting entity)
OnTouching (New with Orange Box)
OnNotTouching (New with Orange Box)
Fired when the TouchTest input is called.

TriggerOnce:

OnStartTouch
Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire. (activator is the toucher)
OnTrigger
Fired whenever the trigger is activated. (activator is the activator)

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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