Trigger multiple: Difference between revisions
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{{CD|CTriggerMultiple|CBaseTrigger|CBaseToggle|CBaseEntity}} | {{CD|CTriggerMultiple|file1=triggers.cpp|CBaseTrigger|CBaseToggle|CBaseEntity}} | ||
{{base brush|trigger_multiple}} It is a volume that fires [[output]]s when a specified type of [[entity]] enters or leaves it. | {{base brush|trigger_multiple}} It is a volume that fires [[output]]s when a specified type of [[entity]] enters or leaves it. | ||
{{sensor brush}} | {{sensor brush}} |
Revision as of 16:45, 2 November 2022
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CTriggerMultiple |
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Template:Base brush It is a volume that fires outputs when a specified type of entity enters or leaves it.
Keyvalues
- Delay Before Reset (wait) <float>
- Delay in seconds before OnTrigger can fire again, 0 defaults to 0.2. If set to -1, it will kill itself when triggered (as trigger_once), which means outputs like OnEntireTeamStartTouch can never fire.
- Entire Team Number (entireteam) <choices> (only in
)
- If the entire team is touching, fire OnEntireTeamStartTouch.
- 0 : None
- 2 : Survivor
- 3 : Infected
- Incapacitated players can trigger (allowincap) <boolean> (only in
)
- Whether incapacitated players can trigger.
- Ghost players can trigger (allowghost) <boolean> (only in
)
- Whether ghost survivors can trigger.
- Filter Name (filtername) <filter>
- Name of filter entity to test against activators.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- 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
- TouchTest
- Tests if the trigger is being touched and fires an output based on whether the value is true or false.
|
Outputs
- OnStartTouchAll
- Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.
- OnEntireTeamStartTouch (in all games since
)
- Fired when an entire team starts touching the trigger.
- OnEntireTeamEndTouch (in all games since
)
- Fired when an entire team stops touching the trigger.
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