Trigger portal button: Difference between revisions
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Tip:The auto-generated triggers use their oriented bounding box as the detection area, so the
(Created page with "{{ent not in fgd|nolink=1|because=it is generated automatically in code, and nearly identical to {{ent|trigger_multiple}}}} {{portal2 point|trigger_portal_button}} It is the a...") |
(apparently this crashes if placed directly, I thought I had it work once) |
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{{ent not in fgd|nolink=1|because=it is generated automatically in code | {{ent not in fgd|nolink=1|because=it is generated automatically in code and crashes the game if placed directly}} | ||
{{ | {{entity|type=e0|series=Portal|trigger_portal_button}} It is the actual trigger used by a {{ent|prop_floor_button}}, {{ent|prop_floor_cube_button}}, or {{ent|prop_floor_ball_button}} to detect objects. When placed in a map directly, the game will crash as the entity keeps a reference to the button it is tied to, which can only be set through code. A {{ent|trigger_multiple}} should be used instead as it functions almost identically. | ||
{{tip|The auto-generated triggers use their oriented bounding box as the detection area, so the <code>SetSize()</code> [[VScript]] function can be used to resize the trigger.}} | {{tip|The auto-generated triggers use their oriented bounding box as the detection area, so the <code>SetSize()</code> [[VScript]] function can be used to resize the trigger.}} |
Revision as of 21:47, 18 March 2023

Template:Entity It is the actual trigger used by a prop_floor_button, prop_floor_cube_button, or prop_floor_ball_button to detect objects. When placed in a map directly, the game will crash as the entity keeps a reference to the button it is tied to, which can only be set through code. A trigger_multiple should be used instead as it functions almost identically.

SetSize()
VScript function can be used to resize the trigger.Keyvalues
- Delay Before Reset ([todo internal name (i)]) <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.
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Flags
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Inputs
- TouchTest
- Tests if the trigger is being touched and fires an output based on whether the value is true or false.
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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.
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