Trigger multiple: Difference between revisions
		
		
		
		
		
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| :{{bug|When 0 and player is incapacitated in the trigger it correctly fires <code>OnEndTouch</code> output, but when player is revived OnStartTouch output won't be fired and also using vscript function <code>trigger.IsTouching(player)</code> will return false for the given player. The behaviour when Entire Team Number is picked differs. When player is incapacitated <code>OnEndTouch</code> output is NOT fired and player is considered still touching the trigger so this bug won't occur in such case. }}}} | :{{bug|When 0 and player is incapacitated in the trigger it correctly fires <code>OnEndTouch</code> output, but when player is revived OnStartTouch output won't be fired and also using vscript function <code>trigger.IsTouching(player)</code> will return false for the given player. The behaviour when Entire Team Number is picked differs. When player is incapacitated <code>OnEndTouch</code> output is NOT fired and player is considered still touching the trigger so this bug won't occur in such case. }}}} | ||
| {{KV|only=L4ds|intn=allowghost|Ghost players can trigger|boolean|Whether ghost survivors can trigger.}} | {{KV|only=L4ds|intn=allowghost|Ghost players can trigger|boolean|Whether ghost survivors can trigger.}} | ||
| {{KV BaseTrigger}} | {{KV BaseTrigger|startcollapsed=0}} | ||
| ==Flags== | ==Flags== | ||
| {{Fl BaseTrigger}} | {{Fl BaseTrigger|startcollapsed=0}} | ||
| ==Inputs== | ==Inputs== | ||
| {{I BaseTrigger}} | {{I BaseTrigger|startcollapsed=0}} | ||
| ==Outputs== | ==Outputs== | ||
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| {{IO|OnEntireTeamEndTouch|Fired when an entire team stops touching the trigger.|since=L4D}} | {{IO|OnEntireTeamEndTouch|Fired when an entire team stops touching the trigger.|since=L4D}} | ||
| {{IO|OnTrigger|Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by <tt>Delay Before Reset</tt> key.}} | {{IO|OnTrigger|Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by <tt>Delay Before Reset</tt> key.}} | ||
| {{O BaseTrigger}} | {{O BaseTrigger|startcollapsed=0}} | ||
| == See also == | == See also == | ||
Revision as of 09:44, 9 September 2024
|  Class hierarchy | 
|---|
| CTriggerMultiple | 
|  triggers.cpp | 
trigger_multiple  is a   brush entity  available in all  Source games. It is a volume that fires outputs when a specified type of entity enters or leaves it.
 Source games. It is a volume that fires outputs when a specified type of entity enters or leaves it.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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.
 Bug:When 0 and player is incapacitated in the trigger it correctly fires Bug:When 0 and player is incapacitated in the trigger it correctly fires- OnEndTouchoutput, but when player is revived OnStartTouch output won't be fired and also using vscript function- trigger.IsTouching(player)will return false for the given player. The behaviour when Entire Team Number is picked differs. When player is incapacitated- OnEndTouchoutput is NOT fired and player is considered still touching the trigger so this bug won't occur in such case. [todo tested in ?]
- Ghost players can trigger (allowghost)  <boolean> (only in   ) )
- Whether ghost survivors can trigger.
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Flags
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Inputs
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Outputs
- 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.
- OnTrigger
- Fired repeatedly with a delay while an entity is within this trigger's volume. Delay is defined by Delay Before Reset key.
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