Trigger brush: Difference between revisions

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(add link to logic_eventlistener article.)
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* '''OnEndTouchAll'''
* '''OnEndTouchAll'''
: Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered. {{activator|last exiting entity}}
: Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered. {{activator|last exiting entity}}
== See also ==
[[logic_eventlistener]]
[[Category:Entities]]
[[Category:Entities]]

Revision as of 23:34, 10 October 2015

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

Entity Description

Special Targetnames

A Trigger_brush can be named one of these special targetnames, which can fire outputs anytime a certain event occurs.

For Example: When a player entity dies, it sends the Use input to game_playerdie. If you name a Trigger_brush to game_playerdie and give it some OnUse outputs, they will fire every single time a player dies.

  • game_playerdie - Fires every time a player dies. The player who died is the !activator.
  • game_playerkill - Fires every time a player kills another player, the killer is the !activator.
  • game_playerjoin - Fires every time a player joins the game, the joining player is the !activator.
  • game_playerspawn - Fires every time a player spawns, the spawning player is the !activator.
  • game_playerleave - Fires every time a player leaves the game, !activator will not work in this case as the player entity no longer exists.

FGD Code

@SolidClass base(Targetname, Parentname, Global, EnableDisable) = trigger_brush
[
	spawnflags(flags) =
	[
		2: "Ignore player +USE" : 0
	]
	InputFilter(choices) : "Input Filter" : 0 : "Used to specify which inputs this entity will accept." =
	[
		0 : "Allow Everything"
		22 : "Touch/Untouch: Players"
		20 : "Touch/Untouch: Players & NPCs"
		16 : "Touch/Untouch: Players, NPCs, Pushables"
		18 : "Touch/Untouch: Players & Pushables"
		21 : "Touch/Untouch: NPCs"
		17 : "Touch/Untouch: NPCs & Pushables"
		19 : "Touch/Untouch: Pushables"
		6 : "Touch/Untouch & Use: Players"
		2 : "Touch/Untouch & Use: Players & Pushables"
		4 : "Touch/Untouch & Use: Players & NPCs: "
		5 : "Touch/Untouch & Use: NPCs"
		1 : "Touch/Untouch & Use: NPCs & Pushables"
		3 : "Touch/Untouch & Use: Pushables"
		14 : "Use: Players"
		12 : "Use: Players & NPCs"
		8 : "Use: Players, NPCs, & Pushables"
		10 : "Use: Players & Pushables"
		13 : "Use: NPCs"
		9 : "Use: NPCs & Pushables"
		11 : "Use: Pushables"
	]
	input Use(void) : "Use"
	output OnUse(void) : "On use"
	output OnStartTouch(void) :	"Fired when an entity starts touching this trigger. " +
					"The touching entity must pass this trigger's filters " +
					"to cause this output to fire."
	output OnEndTouch(void) :	"Fired when an entity stops touching this trigger. " +
					"The touching entity must pass this trigger's filters " +
					"to cause this output to fire."
	output OnEndTouchAll(void) :	"Fires when an entity stops touching this trigger, " +
					"and no other entities are touching it. Only entities " +
					"that passed this trigger's filters are considered."
]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
  • InputFilter
Used to specify which inputs this entity will accept.
Literal Value Description
0 Allow Everything
22 Touch/Untouch: Players
20 Touch/Untouch: Players & NPCs
16 Touch/Untouch: Players, NPCs, Pushables
18 Touch/Untouch: Players & Pushables
21 Touch/Untouch: NPCs
17 Touch/Untouch: NPCs & Pushables
19 Touch/Untouch: Pushables
6 Touch/Untouch & Use: Players
2 Touch/Untouch & Use: Players & Pushables
4 Touch/Untouch & Use: Players & NPCs
5 Touch/Untouch & Use: NPCs
1 Touch/Untouch & Use: NPCs & Pushables
3 Touch/Untouch & Use: Pushables
14 Use: Players
12 Use: Players & NPCs
8 Use: Players, NPCs, & Pushables
10 Use: Players & Pushables
13 Use: NPCs
9 Use: NPCs & Pushables
11 Use: Pushables

Flags

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • EnableDisable:
Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
  • Use

Outputs

  • OnUse
(!activator is the activator)
  • OnStartTouch
Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire. (!activator is the toucher)
  • OnEndTouch
Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire. (!activator is the exiting entity)
  • OnEndTouchAll
Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered. (!activator is the last exiting entity)

See also

logic_eventlistener