Trigger hurt: Difference between revisions
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Note:These originally were used for Half-Life's HUD icons for damage types. Very few of them in Half-Life 2 have effect anymore, except for radiation, which sets off the player's geiger counter when near this entity.
Note:Some damage types are named incorrectly by default in base.fgd, instead using their GoldSource names.
Tip:
Team Fortress 2: Fancy damage effects such as decapitation, disintegration or ice/gold statues on death can be applied via VScript. See TakeDamageCustom function or the trigger example.
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{{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.}} | {{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.}} | ||
{{KV|[[Damage types|Damage Type]]|choices|Literal values can be added together to stack effects}} | {{KV|[[Damage types|Damage Type]]|choices|Literal values can be added together to stack effects}} | ||
{{note|These originally were used for Half-Life's HUD icons for damage types. Very few of them in Half-Life 2 have effect anymore, except for radiation, which sets off the player's geiger counter when near this entity.}} | |||
{{damage type}} | {{damage type}} | ||
{{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.}} | {{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.}} |
Revision as of 22:45, 14 March 2015
Template:Base brush It is 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: VEHICLE / (TRAIN
)
- 32: FALL
- 64: BLAST
- 128: CLUB
- 256: SHOCK (Spawns particle with missing texture in
)
- 512: SONIC
- 1024: ENERGYBEAM
- 16384: DROWN
- 32768: PARALYSE
- 65536: NERVEGAS / (SAWBLADE
)
- 131072: POISON
- 262144: RADIATION
- 524288: DROWNRECOVER
- 1048576: ACID / (CRITICAL
)
- 2097152: SLOWBURN
- 4194304: REMOVENORAGDOLL
- 16777216: FULLGIB (in
)

VEHICLE
is namedFREEZE
ACID
is namedCHEMICAL
REMOVENORAGDOLL
is namedSLOWFREEZE


- 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.
|
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
|
Inputs
- SetDamage <float >
- Set a new amount of damage for this trigger.
|
Outputs
- OnHurt
- Fired whenever this trigger hurts something other than a player.
- OnHurtPlayer
- Fired whenever this trigger hurts a player.
|