Trigger asw button area: Difference between revisions

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{{as brush|trigger_asw_button_area}} It is used to define the settings for and control the visual effects on useable door panels.
{{as brush|trigger_asw_button_area}}  
{{clr}}


== See also ==
==Entity description==
* [[asw_door]]
This Entity is used to define the settings for and control the visual effects on useable door panels.
* [[trigger_asw_door_area]]
* [[Swarm_Placing_Doors|Alien Swarm Doors Tutorial]]


== Keyvalues ==
== Keyvalues ==
; <code>Start Disabled</code>
{{KV|Start Disabled||Should the trigger start disabled?}}
: Should the trigger start disabled?
 
; <code>Filter Name</code>
{{KV|Filter Name||Name of the filter defining what type of entities can activate this trigger.}}
: Name of the filter defining what type of entities can activate this trigger. '''Mostly unecessary in Alien Swarm.'''
 
; <code>Delay Before Reset</code>
{{KV|Delay Before Reset||How long after being activated before it can be activated again.}}
: How long after being activated before it can be activated again.
 
; <code>Use Target</code>
{{KV|Use Target||Name of the door that this trigger is linked to.}}
: Name of the door that this trigger is linked to.
 
; <code>Panel Prop name</code>
{{KV|Panel Prop name|choices|The name of the panel that this trigger is linked to. Normally this will be a [[prop_dynamic]] with 3 skins:}}
: The name of the panel that this trigger is linked to. Normally this will be a [[prop_dynamic]] with 3 skins:
* No Power
: * No Power
* Locked
: * Locked
* Unlocked
: * Unlocked
 
; <code>Players Required</code>
{{KV|Players Required||The number of players that must be inside the trigger for it to activate. This value will be capped at the total number of players.}}
: The number of players that must be inside the trigger for it to activate. This value will be capped at the total number of players.
 
; <code>Time to charge up</code>
{{KV|Time to charge up||How long the hack will take to complete once all wires have been fixed. '''Possibly obsolete?'''}}
: How long the hack will take to complete once all wires have been fixed. '''Possibly obsolete?'''
 
; <code>Num Wires</code>
{{KV|Num Wires||How many separate wires are in the puzzle.}}
: How many separate wires are in the puzzle.
 
; <code>Wire Columns</code>
{{KV|Wire Columns||How many columns each wire has.}}
: How many columns each wire has.
 
; <code>Wire Rows</code>
{{KV|Wire Rows||How many rows each wire has.}}
: How many rows each wire has.
 
; <code>Locked</code>
{{KV|Locked||Is the panel locked? Set to 'yes' if you want the players to have to hack this door.}}
: Is the panel locked? Set to 'yes' if you want the players to have to hack this door.
 
; <code>Auto-use after hack</code>
{{KV|Auto-use after hack||Should the marines auto-use the panel once hacked, or wait until they use it manually?}}
: Should the marines auto-use the panel once hacked, or wait until they use it manually?
 
; <code>Disable After Use</code>
{{KV|Disable After Use||Is it a one-use panel?}}
: Is it a one-use panel?
 
; <code>Has Power</code>
{{KV|Has Power||Does the panel have power?}}
: Does the panel have power?
 
; <code>No Power Message</code>
{{KV|No Power Message||Message to display on the use icon when this panel has no power.}}
: Message to display on the use icon when this panel has no power.


== Flags ==
== Flags ==
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== Outputs ==
== Outputs ==
; <code>OnRequiremntFailed</code>
: Fired when a marine enters the trigger but does not meet the player number requirement.
{{O Trigger}}
{{O Trigger}}
 
{{IO|OnRequiremntFailed|Fired when a marine enters the trigger but does not meet the player number requirement.|}}
== Inputs ==
== Inputs ==
{{I Trigger}}
{{I Trigger}}
== See also ==
* [[asw_door]]
* [[trigger_asw_door_area]]
* [[Swarm_Placing_Doors|Alien Swarm Doors Tutorial]]

Revision as of 12:47, 17 February 2012

Template:As brush

Entity description

This Entity is used to define the settings for and control the visual effects on useable door panels.

Keyvalues

Start Disabled ([todo internal name (i)])
Should the trigger start disabled?


Filter Name ([todo internal name (i)])
Name of the filter defining what type of entities can activate this trigger.


Delay Before Reset ([todo internal name (i)])
How long after being activated before it can be activated again.


Use Target ([todo internal name (i)])
Name of the door that this trigger is linked to.


Panel Prop name ([todo internal name (i)]) <choices>
The name of the panel that this trigger is linked to. Normally this will be a prop_dynamic with 3 skins:
  • No Power
  • Locked
  • Unlocked


Players Required ([todo internal name (i)])
The number of players that must be inside the trigger for it to activate. This value will be capped at the total number of players.


Time to charge up ([todo internal name (i)])
How long the hack will take to complete once all wires have been fixed. Possibly obsolete?


Num Wires ([todo internal name (i)])
How many separate wires are in the puzzle.


Wire Columns ([todo internal name (i)])
How many columns each wire has.


Wire Rows ([todo internal name (i)])
How many rows each wire has.


Locked ([todo internal name (i)])
Is the panel locked? Set to 'yes' if you want the players to have to hack this door.


Auto-use after hack ([todo internal name (i)])
Should the marines auto-use the panel once hacked, or wait until they use it manually?


Disable After Use ([todo internal name (i)])
Is it a one-use panel?


Has Power ([todo internal name (i)])
Does the panel have power?


No Power Message ([todo internal name (i)])
Message to display on the use icon when this panel has no power.

Flags

  • Marines And Aliens
  • Pushables
  • Physics Objects
  • Only Marines
  • Everything

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.
OnRequiremntFailed
Fired when a marine enters the trigger but does not meet the player number requirement.

Inputs

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.

See also