Trigger playerteam: Difference between revisions

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(Created page with '{{portal2 brush|trigger_playerteam}} ==Entity description== A trigger volume that can be triggered multiple times by different teams. ==Keyvalues== {{KV Trigger}} {{KV|Team|cho…')
 
(Updated with data from the official portal2.fgd)
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==Entity description==
==Entity description==
A trigger volume that can be triggered multiple times by different teams.
Triggers different outputs for different players touching the trigger.


==Keyvalues==
==Keyvalues==
{{KV Trigger}}
{{KV Trigger}}
{{KV|Team|choices}}
{{KV|Target Team|choices|Which team (or all) to allow to touch this trigger.}}
:* 0 : P-Body (Orange)
:* 0 : Both
:* 1 : Atlas (Blue)
:* 2 : Orange
{{KV|Trigger Once|boolean}}
:* 3 : Blue
{{KV|Trigger Once|boolean|Only trigger once, then remove the trigger.}}


==Flags==
==Flags==
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==Outputs==
==Outputs==
{{O Trigger}}
{{O Trigger}}
{{IO|OnStartTouchOrangePlayer|Fired when a member of team orange touches the trigger.}}
{{IO|OnStartTouchOrangePlayer|Orange player has started touching the trigger.}}
{{IO|OnStartTouchBluePlayer|Fired when a member of team blue touches the trigger.}}
{{IO|OnStartTouchBluePlayer|Blue player has started touching the trigger.}}
{{IO|OnEndTouchOrangePlayer|Fired when a member of team orange leaves the trigger.}}
{{IO|OnEndTouchOrangePlayer|Orange player has stopped touching the trigger.}}
{{IO|OnEndTouchBluePlayer|Fired when a member of team blue leaves the trigger.}}
{{IO|OnEndTouchBluePlayer|Blue player has stopped touching the trigger.}}

Revision as of 02:43, 11 May 2011

Template:Portal2 brush

Entity description

Triggers different outputs for different players touching the trigger.

Keyvalues

BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Target Team ([todo internal name (i)]) <choices>
Which team (or all) to allow to touch this trigger.
  • 0 : Both
  • 2 : Orange
  • 3 : Blue
Trigger Once ([todo internal name (i)]) <boolean>
Only trigger once, then remove the trigger.

Flags

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

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.
OnStartTouchOrangePlayer
Orange player has started touching the trigger.
OnStartTouchBluePlayer
Blue player has started touching the trigger.
OnEndTouchOrangePlayer
Orange player has stopped touching the trigger.
OnEndTouchBluePlayer
Blue player has stopped touching the trigger.