Trigger brush: Difference between revisions
Jump to navigation
Jump to search
Note:The brush is fully solid unlike other trigger entities.
No edit summary |
No edit summary |
||
Line 2: | Line 2: | ||
{{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 | {{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
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.

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.game_playerspawn
- Fires every time a player spawns, the spawning player is the !activator.Bug:
game_playerspawn
does not function inand
. [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.