Trigger multiple: Difference between revisions

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{{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.
{{base brush|trigger_multiple}} It is a volume that fires [[output]]s when a specified type of entity enters or leaves it. {{DISPLAYTITLE:trigger_multiple}} __NOTOC__
 
{{sensor_brush}}


== See also ==
== See also ==
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; Delay Before Reset <code><[[int]]></code>
; 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.
: Number of seconds after the entity has triggered before it can be triggered again. Use a trigger_once instead of -1.
; {{L4D add|entireteam <code><choices></code>}}
; {{L4D add|entireteam <code><choices></code>}}
: Which team must entirely touch it to fire an '''OnEntireTeamStartTouch''' Output.
: Which team must entirely touch it to fire an <code>OnEntireTeamStartTouch</code> output.
:* 0: None
:* None
:* 2: Survivors
:* Survivors
:* 3: Infected
:* Infected
; {{L4D add|'''allowghost''' <code><[[bool]]></code>}}
; {{L4D add|'''allowghost''' <code><[[bool]]></code>}}
: Whether ghost players can trigger it.
: Whether ghost players can trigger.
; {{L4D add|'''allowincap''' <code><bool></code>}}
; {{L4D add|'''allowincap''' <code><bool></code>}}
: Whether incapacitated survivors can trigger it.
: Whether incapacitated survivors can trigger.
{{KV Trigger}}
{{KV Trigger}}



Revision as of 14:21, 22 July 2009

Template:Base brush It is a volume that fires outputs when a specified type of entity enters or leaves it.

See also

Keyvalues

Delay Before Reset <int>
Number of seconds after the entity 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.
  • None
  • Survivors
  • Infected
Template:L4D add
Whether ghost players can trigger.
Template:L4D add
Whether incapacitated survivors can trigger.
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

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]
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

Template:L4D add
Fired when all members of a team start touching this trigger.
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.