Trigger multiple: Difference between revisions
		
		
		
		
		
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| {{wrongtitle|title=trigger_multiple}} | {{base_brush}} {{wrongtitle|title=trigger_multiple}} It is a 'trigger' volume that can fire multiple times. A trigger uses [[output]]s to activate events in other entities. | ||
| {{sensor_brush}} | |||
| == See also == | |||
| *  | * [trigger_once]] | ||
| *  | * [[Inputs and Outputs]] | ||
| ==Keyvalues== | ==Keyvalues== | ||
| ; Delay Before Reset <code><[[int]]></code> | |||
| :  | : Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. Use a trigger_once instead of -1. | ||
| ; {{L4D add|entireteam <code><choices></code>}} | |||
| :  | : Which team must entirely touch it to fire an '''OnEntireTeamStartTouch''' Output. | ||
| : | :* 0: None | ||
| :* 2: Survivors | |||
| :* 3: Infected | |||
| ; {{L4D add|'''allowghost''' <code><[[bool]]></code>}} | |||
| : Whether ghost players can trigger it. | : Whether ghost players can trigger it. | ||
| ; {{L4D add|'''allowincap''' <code><bool></code>}} | |||
| : Whether incapacitated survivors can trigger it. | : Whether incapacitated survivors can trigger it. | ||
| {{KV Trigger}} | |||
| ==Flags== | ==Flags== | ||
| * {{Fl Trigger}} | * {{Fl Trigger}} | ||
| ==Inputs== | ==Inputs== | ||
| {{I Trigger}} | {{I Trigger}} | ||
| ==Outputs== | ==Outputs== | ||
| ; {{L4D add|<code>OnEntireTeamStartTouch</code>}} | |||
| : Fired when all members of a team start touching this trigger. | : Fired when all members of a team start touching this trigger. | ||
| {{O Trigger}} | |||
Revision as of 14:24, 19 July 2009
Template:Base brush Template:Wrongtitle It is a 'trigger' volume that can fire multiple times. A trigger uses outputs to activate events in other entities.
See also
- [trigger_once]]
- Inputs and Outputs
Keyvalues
- Delay Before Reset <int>
- Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. Use a trigger_once instead of -1.
- Template:L4D add
- Which team must entirely touch it to fire an OnEntireTeamStartTouch Output.
- 0: None
- 2: Survivors
- 3: Infected
 
- Template:L4D add
- Whether ghost players can trigger it.
- Template:L4D add
- Whether incapacitated survivors can trigger it.
| 
 
 | 
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
| 
 
 
 
 | 
Outputs
- Template:L4D add
- Fired when all members of a team start touching this trigger.
| 
 
 
 
 
 
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