Trigger look: Difference between revisions
Jump to navigation
Jump to search
Note:Only designed for single-player games.
Note: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).
Bug: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 ?]
m (→Inputs) |
|||
Line 17: | Line 17: | ||
{{KV|LookTime|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.}} | {{KV|LookTime|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.}} | ||
{{KV|FieldOfView|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).}} | {{KV|FieldOfView|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).}} | ||
:{{Bug|A value of 1.0 will prevent the entity from triggering at all, even if the player is looking directly at target.}} | |||
{{KV|Timeout|float|The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 {{=}} never.}} | {{KV|Timeout|float|The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 {{=}} never.}} | ||
{{KV Trigger}} | {{KV Trigger}} |
Revision as of 16:09, 4 July 2023
![]() |
---|
CTriggerLook |
![]() |
Template:Entity 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.



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).
Bug:A value of 1.0 will prevent the entity from triggering at all, even if the player is looking directly at target. [todo tested in ?]
- Timeout ([todo internal name (i)]) <float>
- The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never.
|
Flags
- Fire Once : [128]
- Use Velocity instead of facing : [256]
|
Inputs
|
Outputs
- OnTimeout
- Fired after the timeout interval expires if the player never looked at the target.
|