Trigger look: Difference between revisions

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[[Category:IO System]]
[[Category:IO System]]
==See Also==
[www://youtu.be/vNhKk1gosCI: About the Trigger_Look]

Revision as of 09:00, 28 June 2021

Template:Base brush It is used to trigger something when the player looks at something.

It fires OnTrigger when the player looks at a target entity for the given amount of time while within the trigger volume. If the player leaves the trigger or looks away from the target entity, the clock resets.

If the Use Velocity instead of facing spawnflag is checked, the trigger uses the player's velocity instead of the player's view, so it determines whenever the player is moving toward the target entity; this is useful for triggering when players are driving a vehicle at something.

C++ In code, it is represented by theCTriggerLookclass, defined in thetriggers.cppfile.
Note.pngNote:Only designed for single-player games.
Note.pngNote:As long as the player is touching the entity, facing the direction of the target entity will trigger it even if the target is not directly visible to the player (i.e. if there is world geometry in the way).
Icon-Bug.pngBug:In Portal, looking at the target entity through a portal will not fire the OnTrigger.  [todo tested in ?]
Icon-Bug.pngBug:If multiple entities in the map have the same name as the target entity, then OnTrigger may fire inconsistently. The output may either be delayed or never fire at all. These effects seem to worsen the more identically named entities there are in the map.  [todo tested in ?]

Keyvalues

Look Target (target) <targetname>
The name of the entity to be looked at.
LookTime ([todo internal name (i)]) <string>
The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold.
FieldOfView ([todo internal name (i)]) <string>
How close the player has to be looking at the target. 1.0 = straight ahead\n 0.0 = +/- 90 degrees\n -1.0 = all directions).
Timeout ([todo internal name (i)]) <float>
The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never.
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags

Fire Once : [128]
Use Velocity instead of facing : [256]
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

  • {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | 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

OnTimeout
Fired after the timeout interval expires if the player never looked at the target.
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.

See Also

[www://youtu.be/vNhKk1gosCI: About the Trigger_Look]