Script trigger multiple: Difference between revisions
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{{ent not in fgd|nolink=1}} | {{ent not in fgd|nolink=1}} | ||
{{CD|CScriptTriggerMultiple}} | {{CD|CScriptTriggerMultiple}} | ||
{{ | {{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}} | ||
Line 7: | Line 7: | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV ScriptBrushBase}} | {{KV ScriptBrushBase}} | ||
{{OtherKIO|trigger_multiple}} | |||
{{ | |||
== See also == | == See also == | ||
* | * {{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
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CScriptTriggerMultiple |
script_trigger_multiple
is a point entity available in 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
ortarget
).
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
andmaxs 100 100 100
would be equivalent toextent 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

Keyvalues / Inputs / Outputs
are same as trigger_multiple.