Trigger multiple: Difference between revisions
		
		
		
		
		
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| {{TabsBar|main= | {{TabsBar|main=Trigger multiple}} | ||
| {{CD|CTriggerMultiple|file1=triggers.cpp|CBaseTrigger}} | {{CD|CTriggerMultiple|file1=triggers.cpp|CBaseTrigger}} | ||
| {{this is a|brush entity|name=trigger_multiple}} It is a volume that fires [[output]]s when a specified type of [[entity]] enters or leaves it.   | {{this is a|brush entity|name=trigger_multiple}} It is a volume that fires [[output]]s when a specified type of [[entity]] enters or leaves it.   | ||
Revision as of 06:46, 16 February 2025
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| CTriggerMultiple | 
|  triggers.cpp | 
trigger_multiple  is a   brush entity  available in all  Source games. It is a volume that fires outputs when a specified type of entity enters or leaves it.
 Source games. 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. parentnameortarget).
 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.
 Bug:When 0 and player is incapacitated in the trigger it correctly fires Bug:When 0 and player is incapacitated in the trigger it correctly fires- OnEndTouchoutput, but when player is revived OnStartTouch output won't be fired and also using vscript function- trigger.IsTouching(player)will return false for the given player. The behaviour when Entire Team Number is picked differs. When player is incapacitated- OnEndTouchoutput is NOT fired and player is considered still touching the trigger so this bug won't occur in such case. (tested in: l4d2)
- Ghost players can trigger (allowghost)  <boolean> (only in   ) )
- Whether ghost survivors can trigger.
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Flags
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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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