Trigger brush: Difference between revisions
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Note:The brush is fully solid unlike other trigger entities.
Note:Use func_button instead, it behaves like trigger_brush but is more likely to work on any version of Source.
Note:The player events (such as
Note:The brush can be partly entered about 0.5 units. Setting
Code:In code, it is represented by the
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{{this is a|brush entity|name=trigger_brush}} Deprecated entity during the development of ''Half-Life 2,'' its sole difference compared to other entities is that a <code>OnUse</code> output exists. | {{this is a|brush entity|name=trigger_brush}} Deprecated entity during the development of ''Half-Life 2,'' its sole difference compared to other entities is that a <code>OnUse</code> output exists. | ||
{{note|The brush ''is'' fully solid unlike other trigger [[entities]].}} {{note|Use [[func_button]] instead, it behaves like trigger_brush but is more likely to work on any version of Source.}} | {{note|The brush ''is'' fully solid unlike other trigger [[entities]].}} {{note|Use [[func_button]] instead, it behaves like trigger_brush but is more likely to work on any version of Source.}} | ||
{{note|The player events (such as <code>game_playerdie</code>) are usable by all entities and not just by this entity, despite common misconception. The list of those is now available on the [[Targetname]] page.}} | {{note|The player events (such as <code>game_playerdie</code>) are usable by all entities{{elaborate}} and not just by this entity, despite common misconception. The list of those is now available on the [[Targetname]] page.}} | ||
{{note|The brush can be partly entered about 0.5 units. Setting <code>solidbsp</code> keyvalue to 1 mitigates this issue.}} | {{note|The brush can be partly entered about 0.5 units. Setting <code>solidbsp</code> keyvalue to 1 mitigates this issue.}} | ||
{{ | {{Codenote|In code, it is represented by the <code>CTriggerBrush</code> class, defined in the <code>modelentities.cpp</code> file.}} | ||
==Keyvalues== | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|Input Filter|intn=InputFilter|choices|Used to specify which inputs this entity will accept. | {{KV|Input Filter|intn=InputFilter|choices|Used to specify which inputs this entity will accept. | ||
:*0: Allow all inputs | :*0: Allow all inputs | ||
Line 19: | Line 20: | ||
:*32: Ignore All}} | :*32: Ignore All}} | ||
{{KV|Don't alert parent|intn=DontMessageParent|bool|Decides whether to forward OnStartTouch, OnEndTouch outputs or Use input to parented entity.}} | {{KV|Don't alert parent|intn=DontMessageParent|bool|Decides whether to forward OnStartTouch, OnEndTouch outputs or Use input to parented entity.}} | ||
==Inputs== | == Inputs == | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
{{I|Use|Fires the OnUse output.}} | {{I|Use|Fires the OnUse output.}} |
Revision as of 07:40, 26 April 2025

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
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CTriggerBrush |
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trigger_brush
is a brush entity available in all Source games. Deprecated entity during the development of Half-Life 2, its sole difference compared to other entities is that a
OnUse
output exists.



game_playerdie
) are usable by all entities[Elaborate?] and not just by this entity, despite common misconception. The list of those is now available on the Targetname page.
solidbsp
keyvalue to 1 mitigates this issue.
CTriggerBrush
class, defined in the modelentities.cpp
file.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
- Input Filter (InputFilter) <choices>
- Used to specify which inputs this entity will accept.
- Don't alert parent (DontMessageParent) <boolean>
- Decides whether to forward OnStartTouch, OnEndTouch outputs or Use input to parented entity.
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- Use
- Fires the OnUse output.
Outputs
- OnUse
- !activator = activator of the Use input
!caller = this entity
Fired when theUse
input is given.
- OnStartTouch
- !activator = entity that touched this trigger
!caller = this entity
Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire.
- OnEndTouch
- !activator = entity that stopped touching this trigger (may be NULL if the entity was killed)
!caller = this entity
Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire.
FGD Code
@SolidClass base(Targetname, Parentname, Global, Inputfilter, EnableDisable) = trigger_brush
[
DontMessageParent(integer) : "Don't alert parent" : 0 : "When 0 forwards OnStartTouch, OnEndTouch outputs or Use input to parented entity"
input Use(void) : "Fires the OnUse output."
output OnUse(void) : "Fired when the Use input is given. "
output OnStartTouch(void) : "Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire."
output OnEndTouch(void) : "Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire."
]