Trigger active weapon detect: Difference between revisions

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(Initial creation: trigger_active_weapon_detect)
 
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== Entity description ==
== Entity description ==
'''trigger_active_weapon_detect''' fires an output when touched by a player that has a specific weapon active.
'''trigger_active_weapon_detect''' fires an output when touched by a player that has a specific weapon active. This brush entity is available in [[Left 4 Dead 2]].


== Keyvalues ==
== Keyvalues ==
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}}
}}
== See also ==
== See also ==
* [[prop_mounted_machine_gun]]


[[Category:Left 4 Dead Entities]]
[[Category:Left 4 Dead 2 Entities]]
[[Category:Left 4 Dead 2 Entities]]

Revision as of 09:43, 16 July 2010

Template:L4d2 brush

Entity description

trigger_active_weapon_detect fires an output when touched by a player that has a specific weapon active. This brush entity is available in Left 4 Dead 2.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
  • Filter Name
filtername <filterclass> Filter to use to see if activator triggers me. See filter_activator_name for more explanation.
  • Weapon To Detect
weaponclassname <string> weapon classname that player must have active.

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

Outputs

  • Note.pngNote:There is a second occurence of Targetname outputs.
  • Trigger:
OnStartTouch
Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire.
OnStartTouchAll
Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.
OnEndTouch
Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire. (!activator is the exiting entity)
OnEndTouchAll
Fires when the last entity in the entity's area exits this trigger or when this entity is disabled. Only entities that passed this trigger's filters are considered. (!activator is the last exiting entity)
OnTouchActiveWeapon
Touched a player who has our weapon active

See also