Trigger multiple: Difference between revisions
		
		
		
		
		
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| {{CD|CTriggerMultiple|file1=triggers.cpp|CBaseTrigger | {{LanguageBar}} {{Source topicon}} | ||
| {{ | {{TabsBar|main=Trigger multiple}} | ||
| {{ | {{CD|CTriggerMultiple|file1=triggers.cpp|CBaseTrigger}} | ||
| {{this is a|brush entity|name=trigger_multiple}} It is a volume that fires [[output]]s when a specified type of [[entity]] enters or leaves it.   | |||
| {{Sensor brush}} | |||
| ==Keyvalues== | ==Keyvalues== | ||
| {{KV Targetname}} | |||
| {{KV|Delay Before Reset|intn=wait|float|Delay in seconds before ''OnTrigger'' can fire again, 0 defaults to 0.2. If set to -1, it will kill itself when triggered (as trigger_once), which means outputs like OnEntireTeamStartTouch can never fire.}} | {{KV|Delay Before Reset|intn=wait|float|Delay in seconds before ''OnTrigger'' can fire again, 0 defaults to 0.2. If set to -1, it will kill itself when triggered (as trigger_once), which means outputs like OnEntireTeamStartTouch can never fire.}} | ||
| {{KV|only=L4ds|intn=entireteam|Entire Team Number|choices|If the entire team is touching, fire OnEntireTeamStartTouch.}} | {{KV|only=L4ds|intn=entireteam|Entire Team Number|choices|If the entire team is touching, fire OnEntireTeamStartTouch.}} | ||
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| :* 2 : Survivor | :* 2 : Survivor | ||
| :* 3 : Infected | :* 3 : Infected | ||
| {{KV|only=L4ds|intn=allowincap|Incapacitated players can trigger|boolean|Whether incapacitated players can trigger.}} | {{KV|only=L4ds|intn=allowincap|Incapacitated players can trigger|boolean|Whether incapacitated players can trigger. | ||
| :{{bug|When 0 and player is incapacitated in the trigger it correctly fires <code>OnEndTouch</code> output, but when player is revived OnStartTouch output won't be fired and also using vscript function <code>trigger.IsTouching(player)</code> will return false for the given player. The behaviour when Entire Team Number is picked differs. When player is incapacitated <code>OnEndTouch</code> output is NOT fired and player is considered still touching the trigger so this bug won't occur in such case.|tested=l4d2}}}} | |||
| {{KV|only=L4ds|intn=allowghost|Ghost players can trigger|boolean|Whether ghost survivors can trigger.}} | {{KV|only=L4ds|intn=allowghost|Ghost players can trigger|boolean|Whether ghost survivors can trigger.}} | ||
| {{KV| | {{KV BaseTrigger|startcollapsed=0}} | ||
| ==Flags== | ==Flags== | ||
| {{Fl  | {{Fl BaseTrigger|startcollapsed=0}} | ||
| ==Inputs== | ==Inputs== | ||
| {{ | {{I BaseTrigger|startcollapsed=0}} | ||
| ==Outputs== | ==Outputs== | ||
| {{ | {{O|OnEntireTeamStartTouch|activator=the player that last touched this trigger|Fired when an entire team starts touching the trigger. (i.e. the last player of the given team entered the trigger when everyone else is already inside)|only={{l4ds}}}} | ||
| {{ | {{O|OnEntireTeamEndTouch|activator=the player that left the trigger|Fired when an entire team stops touching the trigger. (i.e. when full team is touching the trigger and one survivor leaves the trigger)|only={{l4ds}}}} | ||
| {{ | {{O|OnTrigger|activator=the entity that caused this output|Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by <tt>Delay Before Reset</tt> key.}} | ||
| {{O  | {{O BaseTrigger|startcollapsed=0}} | ||
| == See also == | == See also == | ||
| *  | * {{ent|trigger_once}} | ||
| * [[Inputs and Outputs]] | * [[Inputs and Outputs]] | ||
| [[Category:IO System]] | [[Category:IO System]] | ||
Latest revision as of 13:23, 1 June 2025
|  Class hierarchy | 
|---|
| CTriggerMultiple | 
|  triggers.cpp | 
trigger_multiple  is a   brush entity  available in all  Source games. It is a volume that fires outputs when a specified type of entity enters or leaves it.
 Source games. It is a volume that fires outputs when a specified type of entity enters or leaves it.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Delay Before Reset (wait) <float>
- Delay in seconds before OnTrigger can fire again, 0 defaults to 0.2. If set to -1, it will kill itself when triggered (as trigger_once), which means outputs like OnEntireTeamStartTouch can never fire.
- Entire Team Number (entireteam)  <choices> (only in   ) )
- If the entire team is touching, fire OnEntireTeamStartTouch.
- 0 : None
- 2 : Survivor
- 3 : Infected
 
- Incapacitated players can trigger (allowincap)  <boolean> (only in   ) )
- Whether incapacitated players can trigger.
 Bug:When 0 and player is incapacitated in the trigger it correctly fires Bug:When 0 and player is incapacitated in the trigger it correctly fires- OnEndTouchoutput, but when player is revived OnStartTouch output won't be fired and also using vscript function- trigger.IsTouching(player)will return false for the given player. The behaviour when Entire Team Number is picked differs. When player is incapacitated- OnEndTouchoutput is NOT fired and player is considered still touching the trigger so this bug won't occur in such case. (tested in: l4d2)
- Ghost players can trigger (allowghost)  <boolean> (only in   ) )
- Whether ghost survivors can trigger.
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Flags
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Inputs
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Outputs
- OnEntireTeamStartTouch   (only in   ) )
- !activator = the player that last touched this trigger
 !caller = this entity
 Fired when an entire team starts touching the trigger. (i.e. the last player of the given team entered the trigger when everyone else is already inside)
- OnEntireTeamEndTouch   (only in   ) )
- !activator = the player that left the trigger
 !caller = this entity
 Fired when an entire team stops touching the trigger. (i.e. when full team is touching the trigger and one survivor leaves the trigger)
- OnTrigger
- !activator = the entity that caused this output
 !caller = this entity
 Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by Delay Before Reset key.
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