Trigger multiple: Difference between revisions
		
		
		
		
		
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| Yar Kramer (talk | contribs)  (→Outputs:  trigger_once doesn't have OnEntireTeamStartTouch) | Yar Kramer (talk | contribs)  m (→Outputs) | ||
| Line 24: | Line 24: | ||
| * {{O Trigger}} | * {{O Trigger}} | ||
| * {{L4D add|'''OnEntireTeamStartTouch'''}} | * {{L4D add|'''OnEntireTeamStartTouch'''}} | ||
| : Fired when all surviving survivors start touching this trigger. | |||
Revision as of 23:23, 19 June 2009
Template:Wrongtitle Template:Base brush
Entity Description
A trigger volume that can be triggered multiple times. A trigger uses outputs to activate events in other entities.
- See also trigger_once
- See also Inputs and Outputs
Keyvalues
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- Filter Name (filtername) <filter>
- A filter entity to test potential activators against.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with theEnableinput).
|}
- wait
- <integer> Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. Use a trigger_once instead of -1 (never trigger again).
Flags
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- Everything (not including physics debris) : [64]
- Only clients in vehicles : [32]
- Only clients *not* in vehicles : [512]
- 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] 
- Deprecated.
 Equivalent to using Everything + filter_activator_class that filtersfunc_pushable.
|}
Inputs
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- Toggle
- Toggles this trigger between enabled and disabled states.
- Enable
- Enable trigger
- Disable
- Disable trigger
- TouchTest   (in all games since  ) )
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.  Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: ) )
- StartTouch   (in all games since  ) !FGD ) !FGD
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- DisableAndEndTouch   (only in   ) )
- Disables this trigger and calls EndTouch on all currently-touching entities.
|}
Outputs
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | 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, onlyOnStartTouchwill fire.
- OnEndTouch
- !activator = entity that caused this output
 !caller = this entity
 Fired when a valid entity stops touching this trigger.
 Note:Will also fire for entities touching it when trigger is disabled via Note:Will also fire for entities touching it when trigger is disabled via- Disableinput
 Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid. Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
 Warning: Warning:- OnEndTouchcan fire before- OnStartTouchunder certain circumstances[How?] where both are fired on the same tick and each have the same delay. Fix:Add a slight delay to Fix: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  ) )
- !activator = !caller = this entity
 Fired if something is currently touching this trigger whenTouchTestis fired.
- OnNotTouching   (in all games since  ) )
- !activator = !caller = this entity
 Fired if nothing is currently touching this trigger whenTouchTestis fired.
|}
- Fired when all surviving survivors start touching this trigger.

