Trigger look: Difference between revisions
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Note:Only designed for single-player games.
Note:As long as the player is touching the entity, facing the direction of the target entity will trigger it even if the target is not directly visible to the player (i.e. if there is world geometry in the way).
Bug:If multiple entities in the map have the same name as the target entity, then OnTrigger may fire inconsistently. The output may either be delayed or never fire at all. These effects seem to worsen the more identically named entities there are in the map. [todo tested in ?]
Thunder4ik (talk | contribs) m (→See also: Unicodifying, replaced: See Also → See also) |
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{{KV|Look Target|intn=target|target_destination|The name of the entity to be looked at.}} | {{KV|Look Target|intn=target|target_destination|The name of the entity to be looked at.}} | ||
{{KV|LookTime|string|The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold.}} | {{KV|LookTime|string|The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold.}} | ||
:{{Bug|A value of 1.0 will prevent the entity from triggering at all, even if the player is looking directly at target.}} | |||
{{KV|FieldOfView|string|How close the player has to be looking at the target. 1.0 {{=}} straight ahead\n 0.0 {{=}} +/- 90 degrees\n -1.0 {{=}} all directions).}} | {{KV|FieldOfView|string|How close the player has to be looking at the target. 1.0 {{=}} straight ahead\n 0.0 {{=}} +/- 90 degrees\n -1.0 {{=}} all directions).}} | ||
{{KV|Use LOS|boolean|Use LOS calculations|only=mapbase}} | |||
{{KV|Timeout|float|The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 {{=}} never.}} | {{KV|Timeout|float|The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 {{=}} never.}} | ||
{{KV Trigger}} | {{KV Trigger}} |
Revision as of 09:48, 18 March 2024
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CTriggerLook |
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trigger_look
is an e2 available in all Source games. It is used to trigger something when the player looks at something.
It fires OnTrigger when the player looks at a target entity for the given amount of time while within the trigger volume. If the player leaves the trigger or looks away from the target entity, the clock resets.
If the Use Velocity instead of facing spawnflag is checked, the trigger uses the player's velocity instead of the player's view, so it determines whenever the player is moving toward the target entity; this is useful for triggering when players are driving a vehicle at something.



Keyvalues
- Look Target (target) <targetname>
- The name of the entity to be looked at.
- LookTime ([todo internal name (i)]) <string>
- The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold.
Bug:A value of 1.0 will prevent the entity from triggering at all, even if the player is looking directly at target. [todo tested in ?]
- FieldOfView ([todo internal name (i)]) <string>
- How close the player has to be looking at the target. 1.0 = straight ahead\n 0.0 = +/- 90 degrees\n -1.0 = all directions).
- Timeout ([todo internal name (i)]) <float>
- The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never.
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Flags
- Fire Once : [128]
- Use Velocity instead of facing : [256]
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Inputs
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Outputs
- OnTimeout
- Fired after the timeout interval expires if the player never looked at the target.
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