Trigger

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Contents

Entity Description

Trigger is a generic trigger entity.

As an entity prefix, trigger entities are spatial volumes (in other words, brushed-based entities) which trigger outputs depending on what touches them and how.

The two most common triggers are:

Several other trigger entities also exist.

Keyvalues

The name that other entities refer to this entity by.
  • hammerid <integer(New with Orange Box)
Read-only ID used for debugging purposes in Hammer.
Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities mimic the movements of their Parent.
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.
  • origin
<origin> The position of this entity's center in the world. Rotating entities rotate around their origin.
Stay dormant until activated (often with the Enable input).
  • globalname
<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 globalnames matching entities in the previous map will have the previous map's state copied over their state.
  • filtername
<filterclass> Filter to use to see if activator triggers me. See the filter_activator_name entity for further explanation.

Flags

  • 1 : Applies to Clients
  • 2 : Applies to NPCs
  • 4 : Applies to Pushables
  • 8 : Applies to Physics Objects
  • 16 : Applies to Player Ally NPCs
  • 32 : Applies to Clients in Vehicles
  • 64 : Applies to Everything
  • 512 : Applies to Clients not in Vehicles
  • 1024 : Applies to Physics debris (New with Episode One)

Inputs

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
Removes this entity from its current movement hierarchy.
  • Enable
Enable this entity.
  • Disable
Disable this entity.
  • Toggle
Toggles this trigger between enabled and disabled states.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • 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 = toucher
  • OnTrigger
Fired whenever the trigger is activated.
!activator = activator
  • OnEndTouch
Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire.
!activator = 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 = last exiting entity
  • OnTouching (New with Orange Box)
Fired when this entity's TouchTest is called.
  • OnNotTouching (New with Orange Box)
Fired when this entity's TouchTest is called.

See Also

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