Script trigger multiple: Difference between revisions

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(Created page with "{{ent not in fgd|nolink=1}} {{CD|CScriptTriggerMultiple}} {{L4d2 point|script_trigger_multiple}} It's a trigger_multiple, readjusted for vscripts by being stripped of any...")
 
 
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{{ent not in fgd|nolink=1}}
{{ent not in fgd|nolink=1}}
{{CD|CScriptTriggerMultiple}}
{{CD|CScriptTriggerMultiple}}
{{L4d2 point|script_trigger_multiple}} It's a [[trigger_multiple]], readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to trigger_multiple is applicable to script_trigger_multiple.
{{this is a|point entity|name=script_trigger_multiple|game=Left 4 Dead 2}} It's a [[trigger_multiple]], readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to trigger_multiple is applicable to script_trigger_multiple.
{{sensor brush}}
{{sensor brush}}


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV ScriptBrushBase}}
{{KV ScriptBrushBase}}
{{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.}}
:* 0 : None
:* 2 : Survivor
:* 3 : Infected
{{KV|only=L4ds|intn=allowincap|Incapacitated players can trigger|boolean|Whether incapacitated players can trigger.}}
{{KV|only=L4ds|intn=allowghost|Ghost players can trigger|boolean|Whether ghost survivors can trigger.}}
{{KV|Filter Name|intn=filtername|filter|Name of filter entity to test against activators.}}
{{KV EnableDisable}}
{{KV Targetname}}
==Flags==
{{Fl Trigger}}


==Inputs==
{{IO|TouchTest|Tests if the trigger is being touched and fires an output based on whether the value is true or false.}}
{{I Trigger}}


==Outputs==
{{OtherKIO|trigger_multiple}}
{{IO|OnStartTouchAll|Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.}}
{{IO|OnEntireTeamStartTouch|Fired when an entire team starts touching the trigger.|since=L4D}}
{{IO|OnEntireTeamEndTouch|Fired when an entire team stops touching the trigger.|since=L4D}}
{{O Trigger}}


== See also ==
== See also ==
* [[trigger_once]]
* {{ent|script_trigger_once}}
* {{ent|script_trigger_push}}
* {{ent|trigger_once}}
* [[Inputs and Outputs]]
* [[Inputs and Outputs]]


[[Category:IO System]]
[[Category:IO System]]

Latest revision as of 02:01, 4 August 2024

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map.
C++ Class hierarchy
CScriptTriggerMultiple
CTriggerMultiple
CBaseTrigger
CBaseToggle
CBaseEntity

script_trigger_multiple is a point entity available in Left 4 Dead 2 Left 4 Dead 2. It's a trigger_multiple, readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to trigger_multiple is applicable to script_trigger_multiple.

Keyvalues

Name (targetname) <string>[ Edit ]
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

Bounding Box Extents (extent) <vector>
Controls the size of the bounding box. If mins/maxs were usable here instead then mins -100 -100 -100 and maxs 100 100 100 would be equivalent to extent 100 100 100.
See also:  Image at bounding box page

Origin (origin) <vector>
Center of the bounding box specified by the extent
Angles (angles) <vector>
Angles of the bounding box specified by the extent


Note.pngNote:Other Keyvalues / Inputs / Outputs are same as trigger_multiple.

See also