Trigger brush: Difference between revisions
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Note:The brush is fully solid unlike other trigger entities.
Note:Use func_button instead, it behaves like trigger_brush but is more likely to work on any version of source.
Note:The player events (such as
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{{ent not in fgd}} | {{ent not in fgd}} | ||
{{CD|CTriggerBrush|file1=modelentities.cpp}} | {{CD|CTriggerBrush|file1=modelentities.cpp}} | ||
{{ | {{entity|trigger_brush|type=e2}} Deprecated entity during the development of Half-Life 2, it's sole difference compared to other entities is that a <code>OnUse</code> output exists. | ||
{{note|The brush ''is'' fully solid unlike other trigger [[entities]].}} {{note|Use [[func_button]] instead, it behaves like trigger_brush but is more likely to work on any version of source.}} | {{note|The brush ''is'' fully solid unlike other trigger [[entities]].}} {{note|Use [[func_button]] instead, it behaves like trigger_brush but is more likely to work on any version of source.}} | ||
{{note|The player events (such as <code>game_playerdie</code>) are useable by all entities and not just by this entity, despite common misconception. The list of those is now available on the [[Targetname]] page.}} | {{note|The player events (such as <code>game_playerdie</code>) are useable by all entities and not just by this entity, despite common misconception. The list of those is now available on the [[Targetname]] page.}} |
Revision as of 08:22, 24 January 2023

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
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CTriggerBrush |
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Template:Entity Deprecated entity during the development of Half-Life 2, it's sole difference compared to other entities is that a OnUse
output exists.



game_playerdie
) are useable by all entities and not just by this entity, despite common misconception. The list of those is now available on the Targetname page.Keyvalues
- Ignore flags (InputFilter) <integer>
- Flags of things to ignore: players = 1, npcs = 2, pushables = 4, touch = 8, use = 16, all = 32
- Don't alert parent (DontMessageParent) <boolean>
- Decides whether to forward OnStartTouch, OnEndTouch outputs or Use input to parented entity
- 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
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- Use
- Fires the OnUse output.
Outputs
- OnUse
- Fired when the
Use
input is given.
- OnStartTouch
- Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire.
- OnEndTouch
- Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire.
FGD Code
@SolidClass base(Targetname, Parentname, Global, EnableDisable) = trigger_brush
[
InputFilter(integer) : "Ignore flags" : 0 : "Add up wanted flags of things to ignore: players = 1, npcs = 2, pushables = 4, touch = 8, use = 16, all = 32"
DontMessageParent(integer) : "Don't alert parent" : 0 : "When 0 forwards OnStartTouch, OnEndTouch outputs or Use input to parented entity"
input Use(void) : "Fires the OnUse output."
output OnUse(void) : "Fired when the Use input is given. "
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. Only entities that passed this trigger's filters will cause this output to fire."
]