Trigger wind: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (wording, links)
m (Cleanup)
Line 1: Line 1:
{{wrongtitle|title=trigger_wind}}
{{base brush|trigger_wind}}
{{base_brush}}
{{sensor brush}}


==Entity Description==
==Entity Description==
A [[brush entity]] [[trigger]] that pushes [[physics]] objects that touch its volume.
A [[brush entity]] [[trigger]] that pushes [[physics]] objects that touch its volume.


{{sensor_brush}}
{{code class|CTriggerWind|triggers.cpp}}


* See also [[env_wind]] and [[env_rotorwash]]
== See also ==
 
* [[env_wind]]
 
* [[env_rotorwash]]
In code it is represented by class CTriggerWind, defined in triggers.cpp.


==Keyvalues==
==Keyvalues==
*{{KV Trigger}}
{{KV|Speed|integer|The baseline for how hard the wind blows.}}
*{{KV Angles}}
{{KV|Speed Noise|integer|Noise added to wind speed +/-}}
*'''Speed'''
{{KV|Direction Noise|integer|Noise added to wind direction.}}
:<float> The baseline for how hard the wind blows.
{{KV|Hold Time|integer|Baseline for how long to wait before changing wind.}}
*'''SpeedNoise'''
{{KV|Hold Noise|integer|Noise added to how long to wait before changing wind.}}
:<integer> Amount of random noise (fluctuation, not sound) added to wind speed.
{{KV Trigger}}
*'''DirectionNoise'''
{{KV Angles}}
:<integer> Amount of noise (fluctuation, not sound) added to wind direction.
*'''HoldTime'''
:<integer> Baseline for how long to wait before changing wind.
*'''HoldNoise'''
:<integer> Amount of random noise (fluctuation, not sound) added to '''HoldTime'''.


==Flags==
==Flags==
*{{Fl Trigger}}
{{Fl Trigger}}
*4096 : Motion Moveable ({{Not in FGD}})
* 4096 : Motion Moveable ({{Not in FGD}})
 
{{warning|Using Motion Moveable with any other flags checked will cause immediate map load crashes.}}
{{warning|Using Motion Moveable with any other flags checked will cause immediate map load crashes.}}


==Inputs==
==Inputs==
*{{I Trigger}}
{{IO|SetSpeed|Set the baseline for how hard the wind blows.|param=integer}}
*'''SetSpeed <integer>'''
{{I Trigger}}
:Set the baseline for how hard the wind blows.


==Outputs==
==Outputs==
*{{O Trigger}}
{{O Trigger}}

Revision as of 08:25, 3 June 2011

Template:Base brush

Entity Description

A brush entity trigger that pushes physics objects that touch its volume.

C++ In code, it is represented by theCTriggerWindclass, defined in thetriggers.cppfile.

See also

Keyvalues

Speed ([todo internal name (i)]) <integer>
The baseline for how hard the wind blows.
Speed Noise ([todo internal name (i)]) <integer>
Noise added to wind speed +/-
Direction Noise ([todo internal name (i)]) <integer>
Noise added to wind direction.
Hold Time ([todo internal name (i)]) <integer>
Baseline for how long to wait before changing wind.
Hold Noise ([todo internal name (i)]) <integer>
Noise added to how long to wait before changing wind.
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

BaseTrigger
Everything (not including physics debris) : [64]
Clients (Survivors, Special Infected, Tanks Left 4 Dead seriesLeft 4 Dead series) : [1]
Only clients in vehicles : [32]
Only clients *not* in vehicles : [512]
Disallow Bots (removed since Left 4 Dead) : [4096]
NPCs (Common Infected, Witches Left 4 Dead seriesLeft 4 Dead series) : [2]
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] Obsolete
Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable.
  • 4096 : Motion Moveable (!FGD)
Warning.pngWarning:Using Motion Moveable with any other flags checked will cause immediate map load crashes.

Inputs

SetSpeed <integerRedirectInput/integer>
Set the baseline for how hard the wind blows.
BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngBug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 MultiplayerTeam Fortress 2 branch)
Disables this trigger and calls EndTouch on all currently-touching entities.

Outputs

BaseTrigger
OnStartTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger.
OnStartTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity stops touching this trigger.
Note.pngNote:Will also fire for entities touching it when trigger is disabled via Disable input
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
OnEndTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.