Trigger multiple: Difference between revisions
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{{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__ | {{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 == |
Revision as of 08:53, 30 September 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.
|
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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