Trigger brush: Difference between revisions

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{{base_brush|trigger_brush}} Fires an output when given a special [[targetname]] in response to [[player]] events.
{{base_brush|trigger_brush}} Fires an output when given a special [[targetname]] in response to [[player]] events.
For example, when a [[player]] dies, a <code>Use</code> input is sent to any [[trigger_brush]] named <code>game_playerdie</code>. The [[trigger_brush]] will fire <code>OnUse</code> in response.
For example, when a [[player]] dies, a <code>Use</code> input is sent to any [[trigger_brush]] named <code>game_playerdie</code>. The [[trigger_brush]] will fire <code>OnUse</code> in response.
{{note|The brush will be fully solid unlike other trigger [[entities]].}}
{{note|The brush ''is'' fully solid unlike other trigger [[entities]].}}


{{code class|CTriggerBrush|modelentities.cpp}}
{{code class|CTriggerBrush|modelentities.cpp}}

Revision as of 04:15, 20 October 2018

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

Template:Base brush Fires an output when given a special targetname in response to player events. For example, when a player dies, a Use input is sent to any trigger_brush named game_playerdie. The trigger_brush will fire OnUse in response.

Note.pngNote:The brush is fully solid unlike other trigger entities.
C++ In code, it is represented by theCTriggerBrushclass, defined in themodelentities.cppfile.

Targetnames

The following targetnames are available for trigger_brush.

  • 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.
    Icon-Bug.pngBug:game_playerjoin is not fired by bots.  [todo tested in ?]
  • game_playerspawn - Fires every time a player spawns, the spawning player is the !activator.
    Icon-Bug.pngBug:game_playerspawn does not function in Counter-Strike: Global Offensive and Team Fortress 2.  [todo tested in ?]
  • 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
[
	input Use(void) : "Fires the OnUse output."
	output OnUse(void) : "Fired when the Use input is given."
]

Keyvalues

Inputs

Outputs

OnUse
Fired when the Use input is given.

See also