Trigger soundscape: Difference between revisions
Jump to navigation
Jump to search


Warning:This entity has special check if dead players or spectators are touching it. For living players this entity's brush model is used to determine if they are touching it, but for dead players or spectators AABB is used and they can also trigger outputs if some were specified. See lazy brush entities and the picture there.
Warning:As this entity is derived from CBaseTrigger it has regular trigger properties available. Filters and flags work on outputs but because this is a preserved entity and the filters are not, the filter will be lost upon round restart and not set up again. Another issue is dead players and spectator being able to trigger the outputs. Therefore it's not advised to be used for outputs as regular triggers are available.
XFunc CaRteR (talk | contribs) |
No edit summary |
||
(25 intermediate revisions by 11 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{LanguageBar}} | ||
{{CD|CTriggerSoundscape|file1=soundscape.cpp}} | |||
{{Preserved entity}} | |||
{{This is a|brush entity|name=trigger_soundscape|sprite=Toolstrigger.gif}} It automatically triggers an {{ent|env_soundscape_triggerable}} whenever a player is inside its volume and not triggering any other soundscape entities. Something to take into consideration is that <code>env_soundscape_triggerable</code> will still act like regular env_soundscape which means it can be activated when getting into its line of sight and specified radius, so it should be placed somewhere out of reach of the player if this behavior is undesired. | |||
{{warning|This entity has special check if dead players or spectators are touching it. For living players this entity's brush model is used to determine if they are touching it, but for dead players or spectators AABB is used and they can also trigger outputs if some were specified. See [[lazy brush entities]] and the picture there.}} | |||
== Keyvalues == | == Keyvalues == | ||
{{KV|Soundscape|intn=soundscape|target|The '''targetname''' of the {{ent|env_soundscape_triggerable}} that this brush triggers. | |||
:{{Confusion|Not to be confused with the actual [[soundscape]] that the <code>env_soundscape_triggerable</code> then plays.}}}} | |||
:{{Warning|Player touching this trigger in its enabled state is all that matters for specified <code>env_soundscape_triggerable</code> to be activated. '''Filters''' or flags are '''ignored'''.}} | |||
{{KV| | {{KV|StartDisabled|intn=StartDisabled|boolean|If true starts disabled}} | ||
== | == Inputs == | ||
{{ | {{I|Enable / Disable / Toggle|Enables, disables or toggles the trigger. Act of disabling it doesn't end the soundscape if it's already playing. | ||
:{{important|Make sure to take into consideration that this is preserved entity so the effect of enabling or disabling will carry over during restart}}}} | |||
== | {{warning|As this entity is derived from CBaseTrigger it has [[CBaseTrigger|regular trigger properties]] available. Filters and flags work on outputs but because this is a preserved entity and the filters are not, the filter will be lost upon round restart and not set up again. Another issue is dead players and spectator being able to trigger the outputs. Therefore it's not advised to be used for outputs as regular triggers are available.}} | ||
{{ | |||
== See also == | |||
* [[Soundscape]] | |||
* {{ent|env_soundscape_triggerable}} | |||
[[Category:Sound System]] | [[Category:Sound System]] |
Latest revision as of 07:18, 4 May 2025


![]() |
---|
CTriggerSoundscape |
![]() |

This is a preserved entity in 







If the game has round restart mechanics this entity may not behave as expected.








If the game has round restart mechanics this entity may not behave as expected.

trigger_soundscape
is a brush entity available in all Source games. It automatically triggers an env_soundscape_triggerable whenever a player is inside its volume and not triggering any other soundscape entities. Something to take into consideration is that
env_soundscape_triggerable
will still act like regular env_soundscape which means it can be activated when getting into its line of sight and specified radius, so it should be placed somewhere out of reach of the player if this behavior is undesired.

Keyvalues
- Soundscape (soundscape) <targetname>
- The targetname of the env_soundscape_triggerable that this brush triggers.
Risk of Confusion:Not to be confused with the actual soundscape that the
env_soundscape_triggerable
then plays.Warning:Player touching this trigger in its enabled state is all that matters for specified
env_soundscape_triggerable
to be activated. Filters or flags are ignored.
- StartDisabled (StartDisabled) <boolean>
- If true starts disabled
Inputs
- Enable / Disable / Toggle
- Enables, disables or toggles the trigger. Act of disabling it doesn't end the soundscape if it's already playing.
Important:Make sure to take into consideration that this is preserved entity so the effect of enabling or disabling will carry over during restart
