Trigger waterydeath

From Valve Developer Community

Table of contents

Entity Description

The fry of leeches that is spawned inside a trigger_waterydeath.
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The fry of leeches that is spawned inside a trigger_waterydeath.

A trigger volume that spawns a fry of leeches around entities inside it, that does damage to them until they die.

Used to discourage and prevent players from straying too far into deep water.

Availability

This brush-based entity is available in: HL2. In code it is represented by class CTriggerWateryDeath (http://doxygen.page.needed/class_c_trigger_watery_death.html), defined in hl2_dll\hl2_triggers.cpp (http://doxygen.page.needed/hl2__triggers_8cpp-source.html).

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.
Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities move with 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.

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]

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.
  • TouchTest [Episode Two Update]
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 [Episode Two Update]
Fired when this entity's TouchTest is called.
  • OnNotTouching [Episode Two Update]
Fired when this entity's TouchTest is called.