Trigger look
From Valve Developer Community
This Brush-based Entity is available in all Source Games.
| Table of contents |
Entity Description
A brush entity used to trigger something when the player looks at something.
It fires OnTrigger when the player looks at a target entity for the given amount of time while within the trigger volume. If the player leaves the trigger or looks away from the target entity, the clock resets.
If the Use Velocity instead of facing spawnflag is checked, the trigger uses the player's velocity instead of the player's view, so it determines whenever the player is moving toward the target entity; this is useful for triggering when players are driving a vehicle at something.
Availability
This brush-based entity is available in: all Source games.
In code it is represented by class CTriggerLook (http://doxygen.page.needed/class_c_trigger_look.html), defined in triggers.cpp (http://doxygen.page.needed/triggers_8cpp-source.html).
Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [New with Orange Box]
- <integer readonly> This id is used for debugging purposes in Hammer.
- parentname <target_destination>
- 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.
- StartDisabled
- <boolean>
- 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.
- target
- <target_destination> The name of the entity to be looked at.
- LookTime
- <string> The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold.
- FieldOfView
- <string> How close the player has to be looking at the target. 1.0 = straight ahead\n 0.0 = +/- 90 degrees\n -1.0 = all directions).
- Timeout
- <float> The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never.
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 [Episode One Update]
- 128 : Fire Once
- 256 : Use Velocity instead of facing
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.
- SetParent <target_destination>
- Changes the entity's parent in the movement hierarchy.
- SetParentAttachment <string>
- 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.
- SetParentAttachmentMaintainOffset <string> [Episode One Update]
- 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.
- TouchTest [New with Orange Box]
- Triggers either OnTouching or OnNotTouching for whether anything is touching this entity.
Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
- 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.
- OnTimeout
- Fired after the timeout interval expires if the player never looked at the target.

