Trigger multiple: Difference between revisions
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==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{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.}} | ||
{{KV|only=L4ds|intn=entireteam|Entire Team Number|choices|If the entire team is touching, fire OnEntireTeamStartTouch.}} | {{KV|only=L4ds|intn=entireteam|Entire Team Number|choices|If the entire team is touching, fire OnEntireTeamStartTouch.}} | ||
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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 | |||
{{I Trigger Chaos}} | {{I Trigger Chaos}} | ||
==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 06:04, 8 August 2023
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CTriggerMultiple |
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Template:Entity It is a volume that fires outputs when a specified type of entity enters or leaves it.
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
- 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
|
StrataEngine:
- Touch (only in
Strata Source games)
- Behaves as if
!caller
has touched the trigger volume
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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