This article's documentation is for anything that uses the Source engine. Click here for more information.

trigger_once

From Valve Developer Community
Jump to: navigation, search
English (en)Translate (Translate)
Class hierarchy
CTriggerOnce
CTriggerMultiple
CBaseTrigger
CBaseToggle
CBaseEntity
triggers.cpp

trigger_once is a brush entity available in all Source Source games. It is a trigger volume that removes itself after it has been triggered (touched by a qualifying entity) once. A trigger uses outputs to activate an event in another entity.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Flags

BaseTrigger
  •  Everything (not including physics debris) : [64]
  •  Clients (Survivors, Special Infected, Tanks Left 4 Dead series) : [1]

  •  Only clients in vehicles : [32]

  •  Only clients *not* in vehicles : [512]

  •  Disallow Bots (removed since Left 4 Dead) : [4096]
  •  NPCs (Common Infected, Witches Left 4 Dead series) : [2]

  •  Only NPCs in vehicles (respects player ally flag) : [2048]
  •  Physics Objects (not including physics debris) : [8]

  •  Physics debris (include also physics debris) : [1024]


Inputs

Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
Note.pngNote:Will trigger OnStartTouch output and the trigger won't be removed.
Warning.pngWarning:If !caller doesn't exist game will crash

Outputs

OnStartTouch
OnTrigger
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.")
Icon-Important.pngImportant:If the trigger_once is enabled while multiple entities that can trigger it are touching it each output will have different outcomes. OnStartTouch will fire for each !activator. Meanwhile OnTrigger will only trigger once.
Note.pngNote: The refire amount will decide how many times your OnStartTouch will fire.

See also