Trigger brush: Difference between revisions
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Note:The brush will be fully solid unlike other trigger entities.
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* <code>game_playerdie</code> - Fires every time a [[player]] dies. The player who died is the [[!activator]]. | * <code>game_playerdie</code> - Fires every time a [[player]] dies. The player who died is the [[!activator]]. | ||
* <code>game_playerkill</code> - Fires every time a [[player]] kills another player, the killer is the [[!activator]]. | * <code>game_playerkill</code> - Fires every time a [[player]] kills another player, the killer is the [[!activator]]. | ||
* <code>game_playerjoin</code> - Fires every time a [[player]] joins the game, the joining player is the [[!activator]]. {{bug| | * <code>game_playerjoin</code> - Fires every time a [[player]] joins the game, the joining player is the [[!activator]]. {{bug|<code>game_playerjoin</code> is not fired by [[bot]]s.}} | ||
* <code>game_playerspawn</code> - Fires every time a [[player]] spawns, the spawning player is the [[!activator]]. {{bug|<code>game_playerspawn</code> does not function in {{csgo}} and {{tf2}}.}} | * <code>game_playerspawn</code> - Fires every time a [[player]] spawns, the spawning player is the [[!activator]]. {{bug|<code>game_playerspawn</code> does not function in {{csgo}} and {{tf2}}.}} | ||
* <code>game_playerleave</code> - Fires every time a [[player]] leaves the game, [[!activator]] will not work in this case as the [[player]] [[entity]] no longer exists. | * <code>game_playerleave</code> - 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 04:14, 20 October 2018
Template:Base brush Fires an output when given a special targetname in response to player events.
For example, when a player dies, a Use
input is sent to any trigger_brush named game_playerdie
. The trigger_brush will fire OnUse
in response.

Targetnames
The following targetnames are available for trigger_brush.
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 function inand
. [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 [ input Use(void) : "Fires the OnUse output." output OnUse(void) : "Fired when the Use input is given." ]
Keyvalues
Inputs
Outputs
- OnUse
- Fired when the
Use
input is given.