Trigger multiple: Difference between revisions

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(→‎Outputs: Removed OnTouching and OnNotTouching--already included in a template.)
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==Outputs==
==Outputs==
{{IO|OnTrigger|Fired whenever the trigger is activated.}}
{{IO|OnEntireTeamStartTouch|Fired when an entire team starts touching the trigger.|since=L4D}}
{{IO|OnEntireTeamStartTouch|Fired when an entire team starts touching the trigger.|since=L4D}}
{{IO|OnEntireTeamEndTouch|Fired when an entire team stops touching the trigger.|since=L4D}}
{{IO|OnEntireTeamEndTouch|Fired when an entire team stops touching the trigger.|since=L4D}}
{{O Trigger}}
{{O Trigger}}

Revision as of 10:01, 5 December 2011

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 ([todo internal name (i)]) <integer>
Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. If set to -1, it will never trigger again (in which case you should just use a trigger_once).
Entire Team Number ([todo internal name (i)]) <choices> (in all games since Left 4 Dead)
If the entire team is touching, fire OnEntireTeamStartTouch
  • 0 : None
  • 2 : Survivor
  • 3 : Infected
Incapacitated players can trigger ([todo internal name (i)]) <boolean> (in all games since Left 4 Dead)
Whether ghost players can trigger.
Ghost players can trigger ([todo internal name (i)]) <boolean> (in all games since Left 4 Dead)
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).
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

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

TouchTest
Tests if the trigger is being touched and fires an output based on whether the value is true or false.
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

OnEntireTeamStartTouch  (in all games since Left 4 Dead)
Fired when an entire team starts touching the trigger.
OnEntireTeamEndTouch  (in all games since Left 4 Dead)
Fired when an entire team stops touching the 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.