Trigger multiple: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
 
 
 
 
 
 
		
	
| TomEdwards (talk | contribs) mNo edit summary | TomEdwards (talk | contribs)  No edit summary | ||
| Line 1: | Line 1: | ||
| {{ | {{base brush|trigger_multiple}} It is a volume that fires [[output]]s when a specified type of entity enters or leaves it. {{DISPLAYTITLE:trigger_multiple}} __NOTOC__ | ||
| {{ | |||
| == See also == | == See also == | ||
| Line 11: | Line 9: | ||
| ; Delay Before Reset <code><[[int]]></code> | ; Delay Before Reset <code><[[int]]></code> | ||
| :  | : Number of seconds after the entity has triggered before it can be triggered again. Use a trigger_once instead of -1. | ||
| ; {{L4D add|entireteam <code><choices></code>}} | ; {{L4D add|entireteam <code><choices></code>}} | ||
| : Which team must entirely touch it to fire an  | : Which team must entirely touch it to fire an <code>OnEntireTeamStartTouch</code> output. | ||
| :*  | :* None | ||
| :*  | :* Survivors | ||
| :*  | :* Infected | ||
| ; {{L4D add|'''allowghost''' <code><[[bool]]></code>}} | ; {{L4D add|'''allowghost''' <code><[[bool]]></code>}} | ||
| : Whether ghost players can trigger  | : Whether ghost players can trigger. | ||
| ; {{L4D add|'''allowincap''' <code><bool></code>}} | ; {{L4D add|'''allowincap''' <code><bool></code>}} | ||
| : Whether incapacitated survivors can trigger  | : Whether incapacitated survivors can trigger. | ||
| {{KV Trigger}} | {{KV Trigger}} | ||
Revision as of 14:21, 22 July 2009
Template:Base brush It is a volume that fires outputs when a specified type of entity enters or leaves it.
See also
Keyvalues
- Delay Before Reset <int>
- Number of seconds after the entity has triggered before it can be triggered again. Use a trigger_once instead of -1.
- Template:L4D add
- Which team must entirely touch it to fire an OnEntireTeamStartTouchoutput.- None
- Survivors
- Infected
 
- Template:L4D add
- Whether ghost players can trigger.
- Template:L4D add
- Whether incapacitated survivors can trigger.
| 
 
 | 
Flags
- {| 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 |
- Everything (not including physics debris) : [64]
- Only clients in vehicles : [32]
- Only clients *not* in vehicles : [512]
- Only player ally NPCs : [16]
- Only NPCs in vehicles (respects player ally flag) : [2048]
- Physics Objects (not including physics debris) : [8]
- Physics debris (include also physics debris) : [1024]
- Pushables (Passes entities with classname func_pushable) : [4] 
- Deprecated.
 Equivalent to using Everything + filter_activator_class that filtersfunc_pushable.
|}
Inputs
| 
 
 
 
 | 
Outputs
- Template:L4D add
- Fired when all members of a team start touching this trigger.
| 
 
 
 
 
 
 | 








