Trigger hurt: Difference between revisions
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Note:Some damage types like Generic only deal 50% damage, others like Fall deal 100% damage. This might differ in various games.
Warning:In its enabled state the entity marks all navigation mesh areas in its AABB or atmost 72 units below or atmost 16 units to the sides as damaging even if the 
only survivor bots) will try to avoid them.
Note:Some damage types are named incorrectly by default in base.fgd, instead using their GoldSource names.
Tip:
Team Fortress 2: Fancy damage effects such as decapitation, disintegration or ice/gold statues on death can be applied via VScript. See TakeDamageCustom function or the trigger example.
m (-fixed info about nav related stuff) |
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Line 15: | Line 15: | ||
:* 1 : Doubling w/forgiveness | :* 1 : Doubling w/forgiveness | ||
{{KV|Zero Damage Force|boolean|intn=nodmgforce|Should the damaged entity receive no physics force from this trigger.}} | {{KV|Zero Damage Force|boolean|intn=nodmgforce|Should the damaged entity receive no physics force from this trigger.}} | ||
{{KV | {{KV|Filter Name|intn=filtername|filter|Name of filter entity to test against activators.}} | ||
{{KV EnableDisable}} | |||
{{KV Targetname}} | {{KV Targetname}} | ||
Line 23: | Line 24: | ||
==Inputs== | ==Inputs== | ||
{{IO|SetDamage|Set a new amount of damage for this trigger.|param=float}} | {{IO|SetDamage|Set a new amount of damage for this trigger.|param=float}} | ||
{{I | {{I Toggle}} | ||
{{I | {{I EnableDisable}} | ||
==Outputs== | ==Outputs== | ||
{{IO|OnHurt|Fired whenever this trigger hurts something other than a player.}} | {{IO|OnHurt|Fired whenever this trigger hurts something other than a player.}} | ||
{{IO|OnHurtPlayer|Fired whenever this trigger hurts a player.}} | {{IO|OnHurtPlayer|Fired whenever this trigger hurts a player.}} | ||
</onlyinclude> | </onlyinclude> | ||
{{sensor brush}} | {{sensor brush}} |
Revision as of 15:40, 31 October 2022
Template:Base brush It is a trigger volume that damages entities that touch it.
See damage types for a list on how different damage types will affect the player.


damage
is negative. Damaging areas are marked with a dark blue rectangle and bots (in 

Keyvalues
Master (Obsolete) (master) <string>- Deprecated.
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
- Damage (damage) <integer>
- The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also Damage Model for extra details on how damage can be dealt. Use negative value to heal.
- Damage Cap (damagecap) <integer>
- Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag.
- Damage Type (damagetype) <choices>
- Literal values can be added together to stack effects
- 0: GENERIC
- 1: CRUSH
- 2: BULLET
- 4: SLASH
- 8: BURN
- 16: VEHICLE / (TRAIN
)
- 32: FALL
- 64: BLAST
- 128: CLUB
- 256: SHOCK (Spawns particle with missing texture in
)
- 512: SONIC
- 1024: ENERGYBEAM
- 16384: DROWN
- 32768: PARALYSE
- 65536: NERVEGAS / (SAWBLADE
)
- 131072: POISON
- 262144: RADIATION
- 524288: DROWNRECOVER
- 1048576: ACID / (CRITICAL
)
- 2097152: SLOWBURN
- 4194304: REMOVENORAGDOLL
- 16777216: FULLGIB (in
)

VEHICLE
is namedFREEZE
ACID
is namedCHEMICAL
REMOVENORAGDOLL
is namedSLOWFREEZE


- Damage Model (damagemodel) <choices>
- How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch.
- 0 : Normal
- 1 : Doubling w/forgiveness
- Zero Damage Force (nodmgforce) <boolean>
- Should the damaged entity receive no physics force from this trigger.
- Filter Name (filtername) <filter>
- Name of filter entity to test against activators.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
|
Inputs
- SetDamage <float >
- Set a new amount of damage for this trigger.
Toggle:
- Toggle
- Toggle the enabled/disabled status of this entity.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnHurt
- Fired whenever this trigger hurts something other than a player.
- OnHurtPlayer
- Fired whenever this trigger hurts a player.