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Trigger auto crouch: Difference between revisions

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<!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Trigger auto crouch}}{{CD|CTriggerAutoCrouch|file1=triggers.cpp}}
<!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Trigger auto crouch}}{{CD|CTriggerAutoCrouch|file1=triggers.cpp}}
{{this is a|e2|name=trigger_auto_crouch|since=Left 4 Dead}} It is also avaible in {{bms|4}}. If a player is touching this trigger's brush and is near a place where they can crouch under an obstacle this trigger will make the player crouch automatically.
{{this is a|e2|name=trigger_auto_crouch|since=Left 4 Dead}} It is also avaible in {{bms|4}}. If a player is touching this trigger's brush and is near a place where they can crouch under an obstacle this trigger will make the player crouch automatically.
{{bug|Non-functional in {{csgo}}{{confirm}}}}
{{bug|Non-functional in {{csgo|4}} and {{bms|4}}.}}
{{note|If you want a trigger to force crouching no matter what, use {{ent|trigger_playermovement}} using the "Auto-duck while in trigger" and the "Disable auto player movement" flags.}}
{{note|If you want a trigger to force crouching no matter what, use {{ent|trigger_playermovement}} using the "Auto-duck while in trigger" and the "Disable auto player movement" flags.}}
{{bug|In {{l4ds|4}} if a player is incapacitated in this trigger while the round restarts the auto crouch behavior will remain until they touch and leave an auto crouch trigger again}}
{{bug|In {{l4ds|4}} if a player is incapacitated in this trigger while the round restarts the auto crouch behavior will remain until they touch and leave an auto crouch trigger again.}}


== Keyvalues ==
== Keyvalues ==
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== Flags ==
== Flags ==
{{Fl Trigger}}
{{Fl Trigger}}
==Inputs==
{{I Targetname}}
{{I Trigger}}
==Outputs==
{{O Trigger}}


== See also ==
== See also ==
* [[trigger_playermovement]]
* [[trigger_playermovement]]
* [[point_playermoveconstraint]]
* [[point_playermoveconstraint]]

Revision as of 04:14, 14 May 2024

English (en)Translate (Translate)
C++ Class hierarchy
CTriggerAutoCrouch
CBaseTrigger
CBaseToggle
CBaseEntity
C++ triggers.cpp

trigger_auto_crouch is an e2 available in all Source Source games since Left 4 Dead Left 4 Dead. It is also avaible in Black Mesa Black Mesa. If a player is touching this trigger's brush and is near a place where they can crouch under an obstacle this trigger will make the player crouch automatically.

Icon-Bug.pngBug:Non-functional in Counter-Strike: Global Offensive Counter-Strike: Global Offensive and Black Mesa Black Mesa.  [todo tested in ?]
Note.pngNote:If you want a trigger to force crouching no matter what, use trigger_playermovement using the "Auto-duck while in trigger" and the "Disable auto player movement" flags.
Icon-Bug.pngBug:In Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series if a player is incapacitated in this trigger while the round restarts the auto crouch behavior will remain until they touch and leave an auto crouch trigger again.  [todo tested in ?]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

BaseTrigger
Everything (not including physics debris) : [64]
Clients (Survivors, Special Infected, Tanks Left 4 Dead seriesLeft 4 Dead series) : [1]
Only clients in vehicles : [32]
Only clients *not* in vehicles : [512]
Disallow Bots (removed since Left 4 Dead) : [4096]
NPCs (Common Infected, Witches Left 4 Dead seriesLeft 4 Dead series) : [2]
Only player ally NPCs : [16]
Only NPCs in vehicles (respects player ally flag) : [2048]
Physics Objects (not including physics debris) : [8]
Physics debris (include also physics debris) : [1024]
Pushables (Passes entities with classname func_pushable) : [4] Obsolete
Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable.

Inputs

BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngBug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 MultiplayerTeam Fortress 2 branch)
Disables this trigger and calls EndTouch on all currently-touching entities.

Outputs

BaseTrigger
OnStartTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger.
OnStartTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity stops touching this trigger.
Note.pngNote:Will also fire for entities touching it when trigger is disabled via Disable input
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
OnEndTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.

See also