Trigger look: Difference between revisions
Yar Kramer (talk | contribs) |
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{{ | {{base brush|trigger_look}} | ||
==Entity Description== | ==Entity Description== | ||
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==Keyvalues== | ==Keyvalues== | ||
{{KV|Look Target|target_destination|The name of the entity to be looked at.}} | |||
{{KV|LookTime|string|The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold.}} | |||
{{KV|FieldOfView|string|How close the player has to be looking at the target. 1.0 {{=}} straight ahead\n 0.0 {{=}} +/- 90 degrees\n -1.0 {{=}} all directions).}} | |||
{{KV|Timeout|float|The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 {{=}} never.}} | |||
{{KV Trigger}} | |||
==Flags== | ==Flags== | ||
* 128 : Fire Once | |||
*128 : Fire Once | * 256 : Use Velocity instead of facing | ||
*256 : Use Velocity instead of facing | {{Fl Trigger}} | ||
==Inputs== | ==Inputs== | ||
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==Outputs== | ==Outputs== | ||
{{IO|OnTimeout|Fired after the timeout interval expires if the player never looked at the target.}} | |||
{{O Trigger}} | |||
Revision as of 05:14, 3 June 2011
Entity Description
A brush entity used to trigger something when the player looks at something.
It fires OnTrigger when the player looks at a target entity for the given amount of time while within the trigger volume. If the player leaves the trigger or looks away from the target entity, the clock resets.
If the Use Velocity instead of facing spawnflag is checked, the trigger uses the player's velocity instead of the player's view, so it determines whenever the player is moving toward the target entity; this is useful for triggering when players are driving a vehicle at something.



Availability
Template:In game Template:Game-base In code it is represented by class CTriggerLook, defined in triggers.cpp.
Keyvalues
- Look Target ([todo internal name (i)]) <targetname>
- The name of the entity to be looked at.
- LookTime ([todo internal name (i)]) <string>
- The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold.
- FieldOfView ([todo internal name (i)]) <string>
- How close the player has to be looking at the target. 1.0 = straight ahead\n 0.0 = +/- 90 degrees\n -1.0 = all directions).
- Timeout ([todo internal name (i)]) <float>
- The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never.
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Flags
- 128 : Fire Once
- 256 : Use Velocity instead of facing
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Inputs
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- Toggle
- Toggles this trigger between enabled and disabled states.
- Enable
- Enable trigger
- Disable
- Disable trigger
- TouchTest (in all games since
)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base. (tested in:
)
- StartTouch (in all games since
) !FGD
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- DisableAndEndTouch (only in
)
- Disables this trigger and calls EndTouch on all currently-touching entities.
|}
Outputs
- OnTimeout
- Fired after the timeout interval expires if the player never looked at the target.
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