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Trigger multiple (Source 2): Difference between revisions

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{{TabsBar|main=Trigger multiple}}
{{TabsBar|main=Trigger multiple}}
{{this is a|mesh entity|name=trigger_multiple|engine=Source 2}}
{{this is a|mesh entity|name=trigger_multiple|engine=Source 2}} It is a volume that fires [[output]]s when a specified type of [[entity]] enters or leaves it.
 
==Keyvalues==
{{KV Targetname}}
{{KV|Delay Before Reset|intn=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.}}
 
==Flags==
{{Fl S2 BaseTrigger|startcollapsed=0}}

Revision as of 06:55, 16 February 2025

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trigger_multiple is a mesh entity available in all Source 2 Source 2 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. parentname or target).
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.

Flags

BaseTrigger
Everything (not including physics debris) : [64]


Clients : [1]
Only clients in vehicles : [32]
Only clients *not* in vehicles : [512]
NPCs : [2]
Only player ally NPCs : [16]
Only NPCs in vehicles (respects player ally flag) : [2048]
Projectiles : [4]
Physics Objects (not including physics debris) : [8]
Physics debris (include also physics debris) : [1024]
Pushables (trigger_push used to assume 100Kg) and multiple component physobjs (car, blob...) : [4096]