Script trigger multiple: Difference between revisions
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(Created page with "{{ent not in fgd|nolink=1}} {{CD|CScriptTriggerMultiple}} {{L4d2 point|script_trigger_multiple}} It's a trigger_multiple, readjusted for vscripts by being stripped of any...") |
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==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV ScriptBrushBase}} | {{KV ScriptBrushBase}} | ||
{{KV|Delay Before Reset|intn=wait|float|Delay in seconds before ''OnTrigger'' can fire again, 0 defaults to 0.2. If set to -1, it will kill itself when triggered (as trigger_once), which means outputs like OnEntireTeamStartTouch can never fire.}} | {{KV|Delay Before Reset|intn=wait|float|Delay in seconds before ''OnTrigger'' can fire again, 0 defaults to 0.2. If set to -1, it will kill itself when triggered (as trigger_once), which means outputs like OnEntireTeamStartTouch can never fire.}} | ||
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{{KV|only=L4ds|intn=allowincap|Incapacitated players can trigger|boolean|Whether incapacitated players can trigger.}} | {{KV|only=L4ds|intn=allowincap|Incapacitated players can trigger|boolean|Whether incapacitated players can trigger.}} | ||
{{KV|only=L4ds|intn=allowghost|Ghost players can trigger|boolean|Whether ghost survivors can trigger.}} | {{KV|only=L4ds|intn=allowghost|Ghost players can trigger|boolean|Whether ghost survivors can trigger.}} | ||
{{KV | {{KV BaseTrigger}} | ||
==Flags== | ==Flags== | ||
{{Fl | {{Fl BaseTrigger}} | ||
==Inputs== | ==Inputs== | ||
{{I BaseTrigger}} | |||
{{I | |||
==Outputs== | ==Outputs== | ||
{{IO|OnEntireTeamStartTouch|Fired when an entire team starts touching the trigger.|since=L4D}} | {{IO|OnEntireTeamStartTouch|Fired when an entire team starts touching the trigger.|since=L4D}} | ||
{{IO|OnEntireTeamEndTouch|Fired when an entire team stops touching the trigger.|since=L4D}} | {{IO|OnEntireTeamEndTouch|Fired when an entire team stops touching the trigger.|since=L4D}} | ||
{{O | {{IO|OnTrigger|Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by <tt>Delay Before Reset</tt> key.}} | ||
{{O BaseTrigger}} | |||
== See also == | == See also == |
Revision as of 21:29, 8 August 2023
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CScriptTriggerMultiple |
Template:L4d2 point It's a trigger_multiple, readjusted for vscripts by being stripped of any unnecessary brush data. Other than that, what applies to trigger_multiple is applicable to script_trigger_multiple.
Keyvalues
- 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
- Bounding Box Extents (extent) <vector>
- Controls the size of the bounding box. If mins/maxs were usable here instead then
mins -100 -100 -100
andmaxs 100 100 100
would be equivalent toextent 100 100 100
.See also: Image at bounding box page
- Origin (origin) <vector>
- Center of the bounding box specified by the extent
- Angles (angles) <vector>
- Angles of the bounding box specified by the extent
- Delay Before Reset (wait) <float>
- Delay in seconds before OnTrigger can fire again, 0 defaults to 0.2. If set to -1, it will kill itself when triggered (as trigger_once), which means outputs like OnEntireTeamStartTouch can never fire.
- Entire Team Number (entireteam) <choices> (only in
)
- If the entire team is touching, fire OnEntireTeamStartTouch.
- 0 : None
- 2 : Survivor
- 3 : Infected
- Incapacitated players can trigger (allowincap) <boolean> (only in
)
- Whether incapacitated players can trigger.
- Ghost players can trigger (allowghost) <boolean> (only in
)
- Whether ghost survivors can trigger.
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Flags
|
Inputs
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Outputs
- OnEntireTeamStartTouch (in all games since
)
- Fired when an entire team starts touching the trigger.
- OnEntireTeamEndTouch (in all games since
)
- Fired when an entire team stops touching the trigger.
- OnTrigger
- Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by Delay Before Reset key.
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