Trigger brush: Difference between revisions
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* '''game_playerkill''' - Fires every time a player kills another player, the killer is the '''!activator'''. | * '''game_playerkill''' - Fires every time a player kills another player, the killer is the '''!activator'''. | ||
* '''game_playerjoin''' - Fires every time a player joins the game, the joining player is the '''!activator'''. | * '''game_playerjoin''' - Fires every time a player joins the game, the joining player is the '''!activator'''. | ||
* '''game_playerspawn''' - Fires every time a player spawns, the spawning player is the '''!activator'''. {{ | * '''game_playerspawn''' - Fires every time a player spawns, the spawning player is the '''!activator'''. {{bug| game_playerspawn does not seem to work in CS:GO and Team Fortress 2 - Players do not send Use Output to the trigger_brush when spawning.}} | ||
* '''game_playerleave''' - Fires every time a player leaves the game, '''!activator''' will not work in this case as the player entity no longer exists. | * '''game_playerleave''' - Fires every time a player leaves the game, '''!activator''' will not work in this case as the player entity no longer exists. | ||
Revision as of 08:45, 15 May 2017
Entity Description
Special Targetnames
A Trigger_brush can be named one of these special targetnames, which can fire outputs anytime a certain event occurs.
For Example: When a player entity dies, it sends the Use input to game_playerdie. If you name a Trigger_brush to game_playerdie and give it some OnUse outputs, they will fire every single time a player dies.
- game_playerdie - Fires every time a player dies. The player who died is the !activator.
- game_playerkill - Fires every time a player kills another player, the killer is the !activator.
- game_playerjoin - Fires every time a player joins the game, the joining player is the !activator.
- game_playerspawn - Fires every time a player spawns, the spawning player is the !activator.
Bug: game_playerspawn does not seem to work in CS:GO and Team Fortress 2 - Players do not send Use Output to the trigger_brush when spawning. [todo tested in ?]
- game_playerleave - Fires every time a player leaves the game, !activator will not work in this case as the player entity no longer exists.
FGD Code
@SolidClass base(Targetname, Parentname, Global, EnableDisable) = trigger_brush [ spawnflags(flags) = [ 2: "Ignore player +USE" : 0 ] InputFilter(choices) : "Input Filter" : 0 : "Used to specify which inputs this entity will accept." = [ 0 : "Allow Everything" 22 : "Touch/Untouch: Players" 20 : "Touch/Untouch: Players & NPCs" 16 : "Touch/Untouch: Players, NPCs, Pushables" 18 : "Touch/Untouch: Players & Pushables" 21 : "Touch/Untouch: NPCs" 17 : "Touch/Untouch: NPCs & Pushables" 19 : "Touch/Untouch: Pushables" 6 : "Touch/Untouch & Use: Players" 2 : "Touch/Untouch & Use: Players & Pushables" 4 : "Touch/Untouch & Use: Players & NPCs: " 5 : "Touch/Untouch & Use: NPCs" 1 : "Touch/Untouch & Use: NPCs & Pushables" 3 : "Touch/Untouch & Use: Pushables" 14 : "Use: Players" 12 : "Use: Players & NPCs" 8 : "Use: Players, NPCs, & Pushables" 10 : "Use: Players & Pushables" 13 : "Use: NPCs" 9 : "Use: NPCs & Pushables" 11 : "Use: Pushables" ] input Use(void) : "Use" output OnUse(void) : "On use" output OnStartTouch(void) : "Fired when an entity starts touching this trigger. " + "The touching entity must pass this trigger's filters " + "to cause this output to fire." output OnEndTouch(void) : "Fired when an entity stops touching this trigger. " + "The touching entity must pass this trigger's filters " + "to cause this output to fire." output OnEndTouchAll(void) : "Fires when an entity stops touching this trigger, " + "and no other entities are touching it. Only entities " + "that passed this trigger's filters are considered." ]
Keyvalues
- 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
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
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.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- InputFilter
- Used to specify which inputs this entity will accept.
Literal Value Description 0 Allow Everything 22 Touch/Untouch: Players 20 Touch/Untouch: Players & NPCs 16 Touch/Untouch: Players, NPCs, Pushables 18 Touch/Untouch: Players & Pushables 21 Touch/Untouch: NPCs 17 Touch/Untouch: NPCs & Pushables 19 Touch/Untouch: Pushables 6 Touch/Untouch & Use: Players 2 Touch/Untouch & Use: Players & Pushables 4 Touch/Untouch & Use: Players & NPCs 5 Touch/Untouch & Use: NPCs 1 Touch/Untouch & Use: NPCs & Pushables 3 Touch/Untouch & Use: Pushables 14 Use: Players 12 Use: Players & NPCs 8 Use: Players, NPCs, & Pushables 10 Use: Players & Pushables 13 Use: NPCs 9 Use: NPCs & Pushables 11 Use: Pushables
Flags
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- Use
Outputs
- OnUse
- (!activator is the activator)
- OnStartTouch
- Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire. (!activator is the toucher)
- 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 an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered. (!activator is the last exiting entity)