Trigger hurt: Difference between revisions

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m (→‎Keyvalues: added an unlisted value and information about adding literal values)
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{{wrongtitle|title=trigger_hurt}}
{{base brush|trigger_hurt}}
{{base_brush}}{{immobile npc}}
{{immobile npc}}
{{sensor brush}}
 
==Entity Description==
==Entity Description==
A [[trigger]] [[brush entity|volume]] that damages [[entity|entities]] that touch it.
A [[trigger]] [[brush entity|volume]] that damages [[entity|entities]] that touch it.
{{sensor_brush}}


For a list on how different damage types will affect the player, see [[Damage_types|here]].
For a list on how different damage types will affect the player, see [[Damage_types|here]].


==Keyvalues==
==Keyvalues==
* {{KV Trigger}}
{{KV|Master (Obsolete)|string|Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.}}
* '''damage'''
{{KV|Damage|integer|The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also '''Damage Model''' for extra details on how damage can be dealt. Use '''negative''' value to heal.}}
: <integer> The amount of damage done to entities that touch this trigger every second on the "Normal" difficulty setting. (Half of this damage is done every half-second.) See also '''damagemodel''' for extra details on how damage can be dealt. Use '''negative''' value to heal.
{{KV|Damage Cap|integer|Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag.}}
* '''damagecap'''
{{KV|Damage Type|choices|Literal values can be added together to stack effects}}
: <integer> Maximum damage dealt per second. This field is only used if you set '''damagemodel'''
:* 0 : GENERIC
* '''[[Damage Types|damagetype]]'''
:* 1 : CRUSH
: <choices> Literal values can be added together to stack effects
:* 2 : BULLET
:{| class=standard-table
:* 4 : SLASH
! Literal Value || Description
:* 8 : BURN
|-
:* 16 : FREEZE
| 0 || GENERIC
:* 32 : FALL
|-
:* 64 : BLAST
| 1 || CRUSH
:* 128 : CLUB
|-
:* 256 : SHOCK
| 2 || BULLET
:* 512 : SONIC
|-
:* 1024 : ENERGYBEAM
| 4 || SLASH
:* 16384 : DROWN
|-
:* 32768 : PARALYSE
| 8 || BURN
:* 65536 : NERVEGAS
|-
:* 131072 : POISON
| 16 || FREEZE
:* 262144 : RADIATION
|-
:* 524288 : DROWNRECOVER
| 32 || FALL
:* 1048576 : CHEMICAL
|-
:* 2097152 : SLOWBURN
| 64 || BLAST
:* 4194304 : SLOWFREEZE
|-
{{KV|Damage Model|choices|How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch.}}
| 128 || CLUB
:* 0 : Normal
|-
:* 1 : Doubling w/forgiveness
| 256 || SHOCK
{{KV|Zero Damage Force|boolean|Should the damaged entity receive no physics force from this trigger.}}
|-
{{KV Trigger}}
| 512 || SONIC
{{KV Targetname}}
|-
| 1024 || ENERGYBEAM
|-
| 16384 || DROWN
|-
| 32768 || PARALYSE
|-
| 65536 || NERVEGAS
|-
| 131072 || POISON
|-
| 262144 || RADIATION
|-
| 524288 || DROWNRECOVER
|-
| 1048576 || CHEMICAL
|-
| 2097152 || SLOWBURN
|-
| 4194304 || SLOWFREEZE
|-
| 16777216 || (ignites, but is unlisted in Hammer because there is no after-burn damage)
|}
* '''damagemodel'''
: {{boolean}} How damage is dealt. If set, doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch. If not set, always does the specified amount of damage each half second.


==Flags==
==Flags==
*1 : Applies to clients (players)
{{Fl Trigger}}
*2 : Applies to NPCs
*4 : Applies to pushables
*8 : Applies to physics objects
*16 : Applies to player ally NPCs
*32 : Applies to clients in vehicles
*64 : Applies to everything
*512 : Applies to clients '''not''' in vehicles
*1024 : Applies to physics debris
*2048 : Applies to NPCs in vehicles (Respects player ally flag)


==Inputs==
==Inputs==
* {{I Trigger}}
{{IO|SetDamage|Set a new amount of damage for this trigger.|param=float}}
* '''SetDamage <float>'''
{{I Trigger}}
: Set a new amount of damage for this trigger.
{{I Targetname}}


==Outputs==
==Outputs==
* {{O Trigger}}
{{IO|OnHurt|Fired whenever this trigger hurts something other than a player.}}
* '''OnHurt'''
{{IO|OnHurtPlayer|Fired whenever this trigger hurts a player.}}
: Fired whenever this trigger hurts something other than a player.
{{O Trigger}}
* '''OnHurtPlayer'''
{{O Targetname}}
: Fired whenever this trigger hurts a player.

Revision as of 06:13, 3 June 2011

Template:Base brush

Entity Description

A trigger volume that damages entities that touch it.

For a list on how different damage types will affect the player, see here.

Keyvalues

Master (Obsolete) ([todo internal name (i)]) <string>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
Damage ([todo internal name (i)]) <integer>
The amount of damage done to entities that touch this trigger. The damage is done every half-second. See also Damage Model for extra details on how damage can be dealt. Use negative value to heal.
Damage Cap ([todo internal name (i)]) <integer>
Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the spawnflag.
Damage Type ([todo internal name (i)]) <choices>
Literal values can be added together to stack effects
  • 0 : GENERIC
  • 1 : CRUSH
  • 2 : BULLET
  • 4 : SLASH
  • 8 : BURN
  • 16 : FREEZE
  • 32 : FALL
  • 64 : BLAST
  • 128 : CLUB
  • 256 : SHOCK
  • 512 : SONIC
  • 1024 : ENERGYBEAM
  • 16384 : DROWN
  • 32768 : PARALYSE
  • 65536 : NERVEGAS
  • 131072 : POISON
  • 262144 : RADIATION
  • 524288 : DROWNRECOVER
  • 1048576 : CHEMICAL
  • 2097152 : SLOWBURN
  • 4194304 : SLOWFREEZE
Damage Model ([todo internal name (i)]) <choices>
How damage is dealt. Normal always does the specified amount of damage each half second. Doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch.
  • 0 : Normal
  • 1 : Doubling w/forgiveness
Zero Damage Force ([todo internal name (i)]) <boolean>
Should the damaged entity receive no physics force from this trigger.
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
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

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

SetDamage <floatRedirectInput/float>
Set a new amount of damage for this trigger.
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

OnHurt
Fired whenever this trigger hurts something other than a player.
OnHurtPlayer
Fired whenever this trigger hurts a player.
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.